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感谢 白药君 翻译了原始版的翔天学家变体 (https://goddessfantasy.net/bbs/?topic=100817.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 御天学者(Aerochemist)
出自 古国血脉(Blood of the Ancients) 25页
尽管御天秘仪(Aeromantic Infadibulum)的奥秘已经随着时间消逝,但御天学者却能模拟并复制出这项失落魔法的一部分。御天学者将首理魔法的残片注入合剂当中并以此让自己具有翱翔天际的力量。
御天秘药(Aeromantic Concoction ,Su):御天学者研究出了一种特殊炼金合剂的调配方法,调配这样一份合剂需要10分钟,一旦调配完成,在它被使用之前都不会失去效果。御天学者一次只能保留一份合剂,如果她开始制作第二份,那么现有的合剂就会失去效果。这份合剂与炼金炸弹和化合炼成一样,当它离开御天学者的手中时便失去作用,直到御天学者重新获得它。任何御天学者之外试图使用这份合剂的生物会受到如同任何非炼金术师的人喝下突变药剂一样的影响。
当御天学者服用合剂后,她的身体会变得十分轻盈,这个效果持续每炼金术士等级10分钟。合剂会为御天学者尝试跳高或跳远的特技检定上提供+5加值,并且她在尝试跳远前总会被视作已经助跑。此外,御天学者在合剂持续时间内获得羽落术(feather fall)的效果。6级时,御天学者在合剂持续时间内获得飞行术(Fly)的效果。10级时,御天学者可以在合剂持续时间内选择获得凌空而行(Air Walk)的效果而非飞行术的效果。14级时,御天秘药的持续时间增加至每炼金术师等级1小时。
具有灌注炼成科研发现的御天学者能制作出供一名盟友使用的灌注御天秘药。该灌注御天秘药能提供与正常御天灌注御天秘药一样的效果,但效果只能持续每炼金术士等级1分钟。在14级时,持续时间增加到每炼金术士等级10分钟。一名御天学者同时只能保持一份御天秘药或是灌注御天秘药的效果,而不能二者共有。
御天秘药替换了突变药剂,迅捷上毒以及长效突变药剂。御天学者永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。
轰炸空袭(Bombs Away,Ex):2级起,御天学者学会了从高处攻击敌人的技巧。她在对处于她下方至少10尺的目标进行的投掷武器攻击检定+1。这个加值在6级提升至+2,此后每4级额外+1,在18级最大+5。
轰炸空袭替换了用毒以及迅捷炼金。
御天秘仪学识(Aerodynamic Prowess ,Su):2级起,御天学者在飞行检定中获得+2加值,该加值在5级增加至+4,8级时增加至+6。
御天秘仪学识替换了全等级的毒性抗力。
Aerochemist
Source Blood of the Ancients pg. 25
Although the specifics of the Aeromantic Infadibulum are lost to time, aerochemists are able to emulate and replicate aspects of this lost magic. Aerochemists use scraps of Shory’s magic in their concoctions to gain personal powers of flight.
Aeromantic Concoction (Su): An aerochemist learns to craft a special alchemical concoction. It takes 10 minutes to brew a dose of this concoction, and once brewed, it remains potent until used. An aerochemist can maintain only 1 dose of this concoction at a time—if he brews a second dose, any existing concoction becomes inert. As with an extract or bomb, an aeromantic concoction that is not in the aerochemist’s possession becomes inert until he picks it up again. Anyone other than the aerochemist who attempts to drink his aeromantic concoction is affected in the same fashion as is a non-alchemist who drinks an alchemist’s mutagen.
When consumed, an aerochemist’s aeromantic concoction makes his body become incredibly buoyant for 10 minutes per alchemist level. The concoction grants the aerochemist a +5 bonus on Acrobatics checks to attempt high jumps or long jumps, and he is always treated as having a running start when attempting long jumps. In addition, the aerochemist gains the benefits of feather fall for the concoction’s duration. At 6th level, the aerochemist gains the benefits of fly for the concoction’s duration. At 10th level, the aerochemist can choose to gain the benefits of air walk instead of fly for the concoction’s duration. At 14th level, the duration of the concoction increases to 1 hour per alchemist level.
An aerochemist with the infusion discovery can instead create a shared alchemical concoction intended for his allies. This shared concoction grants the same benefits as the normal aeromantic concoction, except the duration is only 1 minute per alchemist level its creator has. At 14th level, the duration increases to 10 minutes per alchemist level. An aerochemist can have only a standard concoction or shared concoction in effect, not both.
This replaces mutagen, swift poisoning, and persistent mutagen. An aeromantic alchemist can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.
Bombs Away (Ex): At 2nd level, an aerochemist becomes an expert at attacking from above. He gains a +1 bonus on attack rolls made with thrown weapons against targets that are at least 10 feet below him. This bonus increases to +2 at 6th level, and increases by an additional 1 every 4 levels thereafter, to a maximum bonus of +5 at 18th level.
This replaces poison use and swift alchemy.
Aerodynamic Prowess (Su): At 2nd level, an aerochemist gains a +2 bonus on Fly checks. This bonus increases to +4 at 5th level, and +6 at 8th level.
This replaces poison resistance.
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感谢 傻豆 翻译了原始版的炼金爆破手变体 (https://www.goddessfantasy.net/bbs/?topic=83843.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金工兵(Alchemical Sapper)
出自 极限诡道(Ultimate Intrigue) 18页
炼金工兵接受了制造爆破性炸弹的训练。
化合炼成削减:炼金工兵在每个环位可准备的化合炼成减少一个,如果该环位可准备化合炼成数量减少到0,她必须通过智力调整奖励的环位来准备该环位的化合炼成。
本职技能:炼金工兵将知识(工程)和隐匿添加到本职技能列表中。
这调整了炼金术士的本职技能。
爆破炸弹(Demolition Bomb,Su):1级起,炼金工兵可以制造爆破炸弹。这种炸弹造成双倍普通炼金炸弹的伤害,它造成的伤害一半是穿刺和钝击伤害,另一半是火焰伤害。爆破炸弹造成的伤害会忽视炼金工兵1/2等级的硬度(最低1)。
爆破炸弹算作修改了炼金炸弹的能力,因此不可以与其他修改炼金炸弹的科研发现叠加。炼金工兵不可以将爆破炸弹与急速炸弹(Fast bombs)科研发现一起使用。
炼金工兵在一级起每天可以使用炼金炸弹能力制造出一次爆破炸弹,在5级时额外一次,此后每4个炼金术士等级额外一次。
爆破炸弹调整了炼金炸弹。
定时炸弹(Delayed Bomb,Su):1级起,炼金工兵获得定时炸弹科研发现。她在八级前无法选择突变药剂与异变药剂科研发现。
定时炸弹替换了突变药剂。
工程学大师(Delayed Bomb,Ex):2级起,炼金工兵在知识(工程)、工艺(石匠)和工艺(陷阱)检定中获得1/2炼金术士等级的加值。
工程学大师替换了毒性抗力+2、+4、+6。
迷彩炸弹(Camouflage Bomb ,Ex):3级起,炼金工兵学会了隐藏炸弹的技巧,当她使用定时炸弹或绊线雷(6级职业能力)时炼金工兵可以通过一个额外的整轮动作将炸弹隐藏起来,发现一个隐藏的炸弹需要通过一个察觉检定(DC=10+炼金工兵等级+她的智力调整值)。
迷彩炸弹替换了快速炼金。
绊线雷(Trip Mine,Su):6级起,炼金工兵可以使用两次炼金炸弹次数来准备一种特殊的陷阱:绊线雷。这个陷阱在离开炼金工兵手中后会进行一轮准备,准备完成后进入可触发状态。当一个生物进入一个包含可触发绊线雷的方格时,绊线雷会爆炸,对方格内所有生物造成正常炼金炸弹的伤害(豁免DC=10+1/2炼金工兵等级+她的智力调整值,反射减半),以及正常炼金炸弹对邻接生物的溅射伤害。一个成功的解除装置检定可以解除绊线雷(检定DC和炸弹的豁免DC相同)。在准备完成后,绊线雷会持续生效到炼金工兵第二天准备炼金炸弹的时候。
如果炼金工兵使用四次炼金炸弹制作绊线雷,那么绊线雷就会如同爆破炸弹一般造成伤害;这个方法准备的绊线雷不会占用每日爆破炸弹制作次数。除爆破炸弹外,修改炼金炸弹的科研发现不适用于绊线雷。
绊线雷替换了6级科研发现。
引爆时点(Selective Detonation,Su):10级起,炼金工兵在准备绊线雷时可指定最多不超过她智力调整值的盟友,这些盟友的移动不会触发这枚准备好的绊线雷。如果一个生物引爆了这枚准备好的绊线雷,那么指定的盟友会如常受到伤害。
引爆时点替换了毒素免疫
Alchemical Sapper
Source Ultimate Intrigue pg. 18
Alchemical sappers are trained to create explosives.
Diminished Alchemy: An alchemical sapper can prepare one fewer extract of each level than normal. If this reduces the number to 0, he can prepare extracts of that level only if his Intelligence allows bonus extracts of that level.
Class Skills: An alchemical sapper adds Knowledge (engineering) and Stealth to his list of class skills.
This alters the alchemist’s class skills.
Demolition Bomb (Su): At 1st level, an alchemical sapper can create a demolition bomb. This bomb deals double his normal bomb damage, half of which is bludgeoning and piercing damage, the other half of which is fire damage. This bomb ignores a number of points of hardness up to 1/2 the alchemical sapper’s level (minimum 1). This counts as an ability that modifies the alchemical sapper’s bomb, so it doesn’t stack with other discoveries that modify bombs. The alchemical sapper can’t use his demolition bomb with the fast bombs discovery. An alchemical sapper can only expend one use of his bomb class feature to create a demolition bomb once per day. He can create one additional demolition bomb per day at 5th level and every 4 alchemist levels thereafter.
This ability modifies bomb.
Delayed Bomb (Su): An alchemical sapper gains the delayed bomb discovery at 1st level. He does not qualify for the mutagen or cognatogen discoveries until 8th level.
This ability replaces mutagen.
Master Engineer (Ex): At 2nd level, an alchemical sapper adds 1/2 his alchemist level to Knowledge (engineering) checks, Craft (stonemasonry) checks, and Craft (traps) checks.
This ability replaces poison resistance.
Camouflage Bomb (Ex): At 3rd level, an alchemical sapper becomes skilled at hiding his bombs. When deploying a delayed bomb or trip mine (see below), the alchemical sapper can camouflage the bomb by taking an additional full-round action. Creatures searching for traps must succeed at a Perception check (DC = 10 + the alchemical sapper’s alchemist level + his Intelligence modifier) to notice a camouflaged bomb.
This ability replaces swift alchemy.
Trip Mine (Su): At 6th level, an alchemical sapper can expend two uses of his bomb class feature to prepare a special kind of trap called a trip mine. This special bomb remains inert until 1 round after it leaves the alchemical sapper’s possession, after which time it becomes armed. When a creature enters a square containing an armed trip mine, it explodes, dealing normal bomb damage to all creatures in its square (DC = 10 + 1/2 the alchemical sapper’s alchemist level + his Intelligence modifier; Reflex half ) and splash damage to every creature adjacent to that square. A trip mine can be disarmed with a successful Disable Device check (with a DC equal to the trip mine’s save DC); otherwise, it lasts until the next time the alchemical sapper refreshes his daily bombs.
If the alchemical sapper expends four uses of his bomb class feature, his trip mine deals damage as per a demolition bomb; this does not count against his daily uses of the demolition bomb ability. Other than demolition bomb, discoveries that modify bombs cannot apply to trip mine.
This ability replaces the discovery gained at 6th level.
Selective Detonation (Su): At 10th level, when an alchemical sapper plants a trip mine, he can designate a number of allies up to his Intelligence modifier, allowing the designated allies to pass safely through an armed trip mine’s square without causing it to detonate. If another creature triggers the trip mine while an ally is nearby, the ally still takes damage as normal.
This ability replaces poison immunity.
译注:工程学大师(Delayed Bomb,Ex)原文为替换毒性抗力,但引爆时点(Selective Detonation,Su)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整。
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感谢 傻豆 翻译了原始版的陷阱炼金师变体 (http://45.79.87.129/bbs/index.php?topic=71867.msg770644#msg770644)。
本篇由 晓慕思姬 进行更新与除错。
陷阱炼金师(Alchemical Trapper)
出自 内海怪物志(Monster Codex) 128页
狗头人依赖陷阱作为和敌人正面交战前的缓冲,而他们的炼金术士自然也就擅长于制造拥有炼金术杀伤力的陷阱。当强大的敌人闯入狗头人的隧道家园时,一名头脑清醒的陷阱炼金师所准备的防御工事往往可以决定整个部落的存亡。
特殊: 陷阱炼金师仅限狗头人使用。
炸弹陷阱(Bomb Trap,Su):2级起,陷阱炼金师可以消耗一次炼金炸弹的使用次数来设置陷阱。设置陷阱是一个会引发借机攻击的整轮动作。炸弹陷阱会占据一个五尺的方格,并且该方格不能存在其他任何陷阱。制造炸弹陷阱所需要的材料与制作炼金炸弹相同。发现炸弹陷阱的察觉检定、解除陷阱的解除装置检定与避免陷阱伤害的豁免检定等于炼金炸弹的DC。所有炸弹陷阱都是位置触发型并且不会复位,陷阱炼金师可以将任何适用于炸弹的科研发现赋予炸弹陷阱。炸弹陷阱持续陷阱炼金师每等级10分钟,如果在这段时间中陷阱没有被解除或触发,那么就会自行失去作用。
炸弹陷阱替换了2级科研发现
寻找陷阱(Trapfinding,Ex):4级时,陷阱炼金师获得寻找陷阱职业能力,该能力如同游荡者同名职业能力。
寻找陷阱替换了4级科研发现。
Alchemical Trapper
Source Monster Codex pg. 128
Because kobolds rely on traps to soften up enemies, kobold alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.
Bomb Trap (Su): At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper’s bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert. Creating a bomb trap uses one of the alchemical trapper’s bombs per day. This ability replaces the discovery at 2nd level.
Trapfinding (Ex): At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name. This ability replaces the discovery at 4th level.
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感谢 Πληΐαδες 翻译了原始版的海洋化学家变体 (http://45.79.87.129/bbs/?topic=93936.msg872567#msg872567)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 深潜化学家(Aquachymist)
出自 水中冒险(Aquatic Adventures) 49页
炼金术的原理无论在陆地和水中都同样适用,但在水下混合溶液以及保持溶液的纯净是一件十分艰难的任务。深潜化学家在陆地居民和水生种族中都很少见,他们开拓着炼金术的边界,而这些奇妙的而崭新的炼金术原理只会在深水环境中展露。
本职技能:深潜化学家获得游泳取代飞行作为本职技能。
这调整了深潜化学家的本职技能列表。
密闭炼成(Sureseal Alchemy ,Su):深潜化学家的突变药剂和化合炼成会自行生成一个柔韧的密闭容器,类似于密闭皮囊(Sureseal Bladder),这让深潜化学家得以制作防水的资源而不需要购买额外的密闭皮囊。
密闭炼成调整了炼金术。
蒸汽炸弹(Underwater Bombs,Su):深潜化学家的炼金炸弹会造成蒸汽伤害,蒸汽炸弹会在水中和陆地上造成同样的伤害。因为投掷武器不能很好地在水下发挥作用,所以深潜化学家以制造炸弹动作的一部分来为炸弹增加重量或者注入空气,按照她的选择让炸弹拥有快速上升或者快速下沉的浮力,这允许她攻击正上方或正下方的敌人,如果该次攻击失手,炸弹将不会造成溅射伤害,但是它会继续上升或者下沉并在炼金术师回合结束时失去效力;在这种情况下炸弹可能会落到水底并爆炸。因为深潜化学家蒸汽炸弹奇怪的流体力学特性,它们在水面上只有5尺的射程增量。
蒸汽炸弹调整了炼金炸弹。
两栖突变药剂(Amphibious Mutagen,Su):2级时,除了突变药剂的原有效果,化学家的突变药剂还会赋予她在水中与空气中呼吸的能力。
两栖突变药剂替换了2级科研发现。
Aquachymist
Source Aquatic Adventures pg. 49
The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachymists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.
Class Skills: An aquachymist has Swim as a class skill instead of Fly. This alters the alchemist’s class skills.
Sureseal Alchemy (Su): An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders , allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.
This ability alters alchemy.
Underwater Bombs (Su): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.
This ability alters bombs.
Amphibious Mutagen (Su): At 2nd level, an aquachymist’s mutagen allows him to breathe both air and water for its duration, in addition to its other effects.
This ability replaces the discovery at 2nd level.
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感谢 蕾贝卡【沉沦】 翻译了原始版的兽形学者变体 (http://45.79.87.129/bbs/?topic=96354.msg892835#msg892835)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 兽形学者(Beastmorph)
出自 极限战斗(Ultimate Combat) 25页
兽形学者通过解刨怪物来了解它们身上所具有的奇异力量。她们运用自己的知识去复现那些能力,代价便是使用这些力量会使自己脱离人形。
兽化突变药剂(Beastform Mutagen):3级起,兽化学者的突变药剂会让她呈现出动物般的特征——无论是来源于动物、魔法兽、动物般的类人生物(例如蜥蜴人)或者人形怪物。举例而言当兽形学者使用她的突变药剂时,他可能会如狼人般长出毛绒绒的鼻口和尖耳,或者如蜥蜴人或沙华鱼人般长出鳞状皮肤,或者如巨昆虫般长出复眼与腭齿。兽形学者会获得一种变身术(Alter Self)所列的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择不同的能力。
兽化突变药剂替换了迅捷炼金。
精通兽化突变药剂(Improved Beastform Mutagen):6级时,兽形学者的突变药剂给予她额外的能力与选项。兽型学者可以从野兽形态I(Beast Shape I)中选取两项能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择两项不同的能力。
精通兽化突变药剂替换了迅捷上毒。
高等兽化突变药剂(Greater Beastform Mutagen):10级时,兽形学者的突变药剂给予她三项列于野兽形态Ⅱ(Beast Shape Ⅱ)中的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择三项不同的能力。
高等兽化突变药剂替换了所有等级的毒性抗力。
完美兽化突变药剂(Grand Beastform Mutagen):14级时,兽形学者的突变药剂给予她四项列于野兽形态Ⅲ(Beast Shape Ⅲ)中的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择四项不同的能力。
完美兽化突变药剂替换了长效突变药剂。
科研发现(Discoveries):以下科研发现可以完善兽化学者的能力:野性突变(feral mutagen),高级突变(greater mutagen),究极突变(grand mutagen),灌注突变(infuse mutagen),木乃伊化(mummification),自体再生( spontaneous healing),触手(Tentacle)与翅膀(Wings)。
Beastmorph
Source Ultimate Combat pg. 25
Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.
Beastform
Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.
Greater Beastform Mutagen: At 10th level, a beastmorph’s mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.
Grand Beastform Mutagen: At 14th level, a beastmorph’s mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.
Discoveries: The following discoveries complement the beastmorph archetype: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification, spontaneous healing, tentacle, and wings.
译注:所有等级的兽化突变药剂均需要在调配时选择能力。
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感谢 PATIBAUL 翻译了原始版的炽热火炬手变体 (https://www.goddessfantasy.net/bbs/?topic=60370.0)。
本篇由 晓慕思姬 进行更新与除错。
明焰火炬手(Blazing Torchbearer)
出自 地城大师手册(Dungeoneer's Handbook) 21页
明焰火炬手尤为擅长操纵各种火焰。
永燃明焰(Everburning Flame,Ex):任何被明焰火炬手所持握的火炬被视为不灭明焰火炬,但仍保留原有的热量并且可以被当作武器使用。明焰火炬手可以任意将火花术(Spark)作为类法术能力使用。
永燃明焰替换了制造药水。
燃光之祝(Intense Light,Ex):2级起,明焰火炬手学会了让火把照亮更多黑暗的技巧,所有明焰火炬手持握的火把所提供的正常光照和昏暗光照半径增加10尺。每天一次以一个标准动作,明焰火炬手可以制造一道爆发的光亮,使10尺内所有生物目盲一轮(包括明焰火炬手自身)。
燃光之祝替换了用毒。
爆裂火炬(Explosive Torch,Ex):4级起,明焰火炬手可以以一个标准动作在持握的火把中加入爆炸粉末混合物。她使用这个火把下一次成功的攻击会造成额外的2d6火焰伤害并使目标着火。该攻击必须在1d4轮内进行,否则粉末会在明焰火炬手回合结束时爆炸,对明焰火炬手造成伤害和着火,
爆裂火炬替换了4级科研发现。
Blazing Torchbearer
Source Dungeoneer's Handbook pg. 21
The blazing torchbearer is especially adept at manipulating flames of all kinds.
Everburning Flame (Ex): Any torch held by a blazing torchbearer is considered to be an everburning torch, although it still sheds heat and can be used as a weapon. In addition, a blazing torchbearer can cast spark as a spell-like ability at will. This ability replaces Brew Potion.
Intense Light (Ex): At 2nd level, a blazing torchbearer has mastered lighting and holding a torch to the point that it sheds more light than those carried by his peers. The radius of normal and increased illumination of any torch held by a blazing torchbearer increases by 10 feet. Once per day as a standard action, the blazing torchbearer can create a brilliant flash of light that blinds everyone within 10 feet (including the torchbearer) for 1 round. This ability replaces poison use.
Explosive Torch (Ex): At 4th level, as a standard action, a blazing torchbearer can drop a special blend of explosive powders onto his torch before using it as a weapon. His next successful melee attack with the torch deals an additional 2d6 points of fire damage and sets the target on fire. This attack must be made within 1d4 rounds or the torch prematurely explodes at the end of the blazing torchbearer’s turn, dealing damage to the blazing torchbearer and setting him on fire. This ability replaces the alchemist’s 4th-level discovery.
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感谢 德拉卡 翻译了原始版的疫病追寻者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=98279.msg914760#msg914760)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 荒疫追寻者(Blightseeker)
出自 幽暗地域英雄(Heroes of the Darklands) 10页
荒疫追寻者是研究幽暗地域原生真菌的炼金术士。虽然地表也存在各种各样的真菌,但幽暗地域那独特的环境组合促进了那些真菌朝着超自然与意料之外的方向生长。
孢子炸弹(Spore Bomb,Su):1级起,荒疫追寻者可以制造一种携带经过炼金术改造真菌孢子的炸弹,这些炸弹会用荒疫感染目标(见荒疫能力)。孢子炸弹造成1d4点伤害,1级后每2级增加1d4点。
被孢子炸弹直接命中的生物需要通过一个强韧检定(DC=10+1/2荒疫追寻者等级+她的智力调整值)不然便会受到荒疫的影响。被孢子炸弹溅射伤害的生物不会受到荒疫的影响。
孢子炸弹调整了炼金炸弹。
荒疫(Blights ,Ex):1级起,荒疫追寻者可以从下表获得荒疫效果。当她在一天开始准备炸弹时,她要分别选择每颗炸弹所获得的效果。如果荒疫没有列出持续时间,那么便会持续等同荒疫追寻者智力调整值的轮数。
在1级时,荒疫追寻者获得以下荒疫
削弱:目标的基本地面速度降低10尺,最低10尺,该效果不与自身叠加。
轻微恶心:目标获得恶心状态,但是所带来的减值只有-1。
在6级时,荒疫追寻者获得以下荒疫
疲乏:目标获得疲乏状态。
恶心:目标获得恶心状态。
诱导恐惧:目标获得战栗状态。
在12级时,荒疫追寻者获得以下荒疫
困惑:目标获得困惑状态。
力竭:目标获得力竭状态。
反胃:目标获得反胃状态1轮。
恍惚:目标获得恍惚1状态轮。
在18级时,荒疫追寻者获得以下荒疫
目盲:目标获得目盲状态。
耳聋:目标获得耳聋状态。
震慑:目标获得震慑状态1轮。
荒疫替换了6、12和18级科研发现。
荒疫工程学(Blight Engineering,Ex):14级起,荒疫追寻者可以将自己所知的两个荒疫效果分别赋予到她的每个孢子炸弹上。
荒疫工程学替换了长效突变药剂。
Blightseeker
Source Heroes of the Darklands pg. 10
Blightseekers are alchemists devoted to the study of fungi native to the Darklands. While diverse fungi exist on the surface world, the unique combination of environmental conditions found in the Darklands fosters the growth of unpredictable and otherworldly fungal growths.
Spore Bomb (Su): At 1st level, a blightseeker creates a special kind of alchemist bomb that delivers a payload of alchemically engineered fungal spores. These bombs infest their target with a virulent blight (see below). The blightseeker’s bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st.
A creature that takes a direct hit from a spore bomb must succeed at a Fortitude save (DC = 10 + half the blightseeker’s level + his Intelligence modifier) or suffer the associated blight effects. Creatures that take splash damage from the bomb are not affected by the blight.
This ability alters bombs.
Blights (Ex): At 1st level, a blightseeker gains the blights from the list below. When he prepares bombs at the start of the day, a blightseeker chooses which blight to apply to each bomb. If a blight has no duration listed, it lasts a number of rounds equal to the blightseeker’s Intelligence modifier. At 1st level, a blightseeker gains the following blights.
Impairing: The target’s base land speed decreases by 10 feet, to a minimum of 10 feet. This effect doesn’t stack with itself.
Minor Sickening: The target is sickened, but it takes only a –1 penalty on affected rolls.
At 6th level, a blightseeker adds the following blights to the list of those that can be applied to his bombs.
Fatiguing: The target is fatigued.
Fear-Inducing: The target is shaken.
Sickening: The target is sickened.
At 12th level, a blightseeker adds the following blights to the list of those blights that can be applied to his bombs.
Confusing: The target is confused.
Exhausting: The target is exhausted.
Nauseating: The target is nauseated for 1 round.
Staggering: The target becomes staggered for 1 round.
At 18th level, a blightseeker adds the following blights to the list of those that can be selected.
Blinding: The target is blinded.
Deafening: The target is deafened.
Stunning: The target is stunned for 1 round.
This ability replaces the discoveries gained at 6th, 12th, and 18th levels.
Blight Engineering (Ex): At 14th level, a blightseeker can apply two blights that he knows to each spore bomb he creates.
This ability replaces persistent mutagen.
译注:Blight为PF中特有名词荒疫,故对译名作此修改。
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感谢 四月 翻译了原始版的炼血士变体 (http://45.79.87.129/bbs/index.php?topic=94859.msg879440#msg879440)。
本篇由 晓慕思姬 进行更新与除错。
炼血士(Blood Alchemist)
出自 惧怖冒险(Horror Adventures) 44页
大多数炼金术士可以把物质与能量转化为其他形态,但有些邪恶的研究者意识到,生命本身便是一种能量,可以在炼金术中成为极有效率的燃料。
阵营(Alignment):炼血士使用命之血能力来利用他人的生命换取力量。非邪恶的炼血士无法使用命之血能力,但是他能够使用该职业和变体职业中的其他能力,而且可以继续提升炼金术士等级。
命之血(Lifeblood,Su):当炼血士进行致命一击(coup de grace)并杀死1名智能类人生物(intelligent humanoid creature)时(目标不能为被召唤出来的智能类人生物),他能够将该生物的命之血(Lifeblood)凝缩到1个小瓶内;这是死亡效果(death effect)。他可以在接下来的24小时内使用这剂命之血,并以此来创造出1剂他自身能够施放的化合炼成(extract),而且该化合炼成的环级不能高于该生物的CR的1/2,这么做并不会花费每日化合炼成位(daily extract slot)。炼血士每日可以使用该能力的次数为每个法术环级1次(举例说明,13级的炼血士可以使用命之血来额外获得1环、2环、3环、4环和5环化合炼成各一个)。炼血士无法获得科研发现中的突变药剂(Mutagen)和异变药剂(Cognatogen)。
命之血替换了突变药剂。
炼金圆阵(Alchemical Circles,Sp/Su):炼血士获得血池(blood pool),血池的点数为他的炼金术士等级 + 他的智力调整值。他能够花费1点血池中的点数,并以血来在地面或者其他永久性的装置(permanent fixture)上画出复杂的炼金圆阵,该过程需要花费1分钟的时间。根据炼血士的炼金术士等级,炼金圆阵能够产生后述几种效果。
1级起,炼血士能够花费1个未使用的化合炼成位,用炼金能量来为圆阵充能。他要从后述列表中选择1个法术,该法术的等级要小于或等于他花费的化合炼成位的环级,那么直至他重新恢复化合炼成位为止,只要他的身体与圆阵有物理上的接触,就能够以类法术能力(spell-like ability)引发先前所选择法术的效果。若该法术在正常情况下会花费昂贵的材料成分(material component),炼血士就必须要支付这些成分,他可以把这些成分磨碎与用于绘制圆阵的血液混合,也可以将其放置在圆阵之中(若这些成分同时还是法术目标的话)。只有被圆阵容纳的存在(someting)、或者直接在其表面上绘制圆阵才能够被你选择的效果所影响或被当成目标。要学会后述效果,炼血士必须把它记入到自己的公式簿(formula book)中,与正常抄录公式的开销相同(炼血士也可以使用随着升级而得到的免费公式来学会后述效果,以取代获取正常的公式)。
炼血士在使用该能力时可以从后述法术中选择效果:
1级:快速挖掘(Expeditious Excavation),造弹术(Fabricate Bullets),应急措施(Jury-Rig),魔化武器(Magic Weapon),强固武装(Reinforce Armaments)
2级:敲击术(Knock),完全修复术(Make Whole),精致品转变术(Masterwork Transformation),束布成钢(Silk To Steel),柔石术(Soften Earth and Stone),曲木术(Warp Wood)
3级:锐锋术(Keen Edge),魔化防具(Magic Vestment),高等魔化武器(Greater Magic Weapon),黑曜之流(Obsidian Flow),刺石术(Spike Stones),塑石术(Stone Shape)
4级:鬼斧神工(Fabricate),穿墙术(Passwall),化泥为石(Transmute Mud to Rock),化石为泥(Transmute Rock to Mud)
5级:石化术(Flesh to Stone),地动术(Move Earth),解除石化(Stone to Flesh),沥青池(Tar Pool),化铁为木(Transmute Metal to Wood)
6级:变形万物(Polymorph Any Object),转血为酸(Transmute Blood To Acid)
8级起,炼血士还能够制造法阵(magic circle),就如同秘学士(Occultist)的魔法阵(Magic Circles)职业能力一般(详细见Occult Adventures 49页),不过它会消耗1点血池的点数,以取代消耗1点心智点(mental focus)。
12级起,他还能够绘制束缚法阵(binding circle),就如同秘学士的同名职业能力一般,不过这会从他的血池中消耗2点能量,以取代消耗2点心智点。
16级起,炼血士能在短时间内绘制出魔法阵和束缚法阵,就如同秘学士的法阵速写(fast circles)职业能力一般。
炼金圆桌替换了炼金炸弹。
鲜血学识(Blood Knowledge,Sp):4级起,炼血士能够通过耗时1分钟的工序,在把1滴血与各种炼金试剂混合时,花费1个未使用的2环化合炼成位。若炼血士这么做,则可以用标准动作饮用他制成的这剂混合物,并获取关于他之前所使用的血液的信息,就如同施放了血之讯息(Blood Biography)一般。就如同法术中注明的一样,活物与不死生物能够获得1次意志豁免(DC = 13 + 炼血士的智力调整值)来避免该效果。
Blood Alchemist
Source Horror Adventures pg. 44
Most alchemists can transform matter and energy into other forms, but some wicked specialists realize that life itself is an energy that can greatly fuel their alchemy.
Alignment: A blood alchemist trades the lives of others for more power when using his lifeblood ability. A nonevil blood alchemist can’t use the lifeblood ability, but he can use his other archetype and class abilities, and he can continue to advance in alchemist.
Lifeblood (Su): When a blood alchemist performs a coup de grace that kills an intelligent humanoid creature (though, not a summoned intelligent humanoid creature), he can gather its lifeblood into a vial; this is a death effect. He can use this lifeblood any time within the next 24 hours to create an extract of a spell level he can cast that is no higher than 1/2 the creature’s CR, without spending a daily extract slot. He can use this ability once for each spell level each day (for example, a 13th-level blood alchemist can use lifeblood to gain additional 1st-, 2nd-, 3rd-, 4th-, and 5th level extracts). A blood alchemist can’t take the mutagen or cognatogen discoveries.
This ability replaces mutagen.
Alchemical Circles (Sp, Su): A blood alchemist gains a blood pool with a number of points equal to his alchemist level + his Intelligence modifier. He can spend 1 point from his blood pool to draw a complex alchemical circle in blood on the ground or on another permanent fixture in a process that takes 1 minute. Depending on his alchemist level, the alchemical circle can have one of several effects. At 1st level, the blood alchemist can spend an unused extract slot to charge the circle with alchemical energy. He chooses one of the spells listed below of equal or lower level to the extract slot he spent, and until he refreshes his extract slots, as long as his body is in physical contact with the circle, he can produce the effect of the spell he chose as a spell-like ability. If the spell normally has an expensive material component, he must still provide it, either grinding it up and mixing it with the blood used for the circle or placing it in the circle (if the component is also the target). The chosen effect can target or affect only something contained within the circle, or the surface on which the blood alchemist drew the circle. To learn one of these effects, he must write it into his formula book, with the same cost as usual for a formula (he can also use his free formula from leveling up to learn the chosen effect instead of a normal formula). The blood alchemist can choose from the following spells for this ability: 1st—expeditious excavation, fabricate bullets, jury-rig, magic weapon, reinforce armaments; 2nd—knock, make whole, masterwork transformation, silk to steel, soften earth and stone, warp wood; 3rd—keen edge, magic vestment, greater magic weapon, obsidian flow, spike stones, stone shape; 4th—fabricate, passwall, transmute mud to rock, transmute rock to mud; 5th—flesh to stone, move earth, stone to flesh, tar pool, transmute metal to wood; 6th—polymorph any object, transmute blood to acid.
Starting at 8th level, the blood alchemist can also create a magic circle, as per the magic circles occultist class ability, though it costs 1 point from his blood pool instead of 1 point of mental focus.
Starting at 12th level, he can also create a binding circle, as per the occultist class ability of the same name, though it costs 2 points from his blood pool instead of 2 points of mental focus.
Starting at 16th level, the blood alchemist can draw magic circles and binding circles more quickly but with a shorter duration, as per the occultist fast circles ability.
This ability replaces bombs.
Blood Knowledge (Sp): Starting at 4th level, a blood alchemist can spend an unused extract slot of 2nd level while mixing a drop of blood with various alchemical reagents in a process that takes 1 minute. If he does so, he can drink the resulting concoction as a standard action to gain the information he would learn as if he had cast blood biography on the blood he just used. As per the spell, living and undead creatures receive a Will saving throw (DC = 13 + the blood alchemist’s Intelligence modifier) to negate the effect.
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感谢 四月 翻译了原始版的沼地炼金师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=51731.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 沼地炼金师( Bogborn Alchemist)
出自 进阶种族手册(Advanced Race Guide) 191页
沼泽地以及那些栖息于此的危险生物特别适合作为部分树蛙人炼金术士的实验室与研究课题。
特殊:沼地炼金师仅限树蛙人使用。
本职技能:沼地炼金师将游泳加入本职技能列表。
这调整了沼地炼金师的本职技能列表。
两栖突变药剂(Amphibious Mutagen,Ex):1级起,当沼地炼金师使用突变药剂时,她可以额外从突变药剂中获得在水中行动的能力。这使她双脚变长,手指间形成厚膜并且将脚趾伸展开,给予她两栖特殊能力(amphibious special quality)以及15尺游泳速度。
两栖突变药剂取代随手投掷。
科研发现选项:沼地炼金师能够选择树蛙人种族特性的毒性皮肤(toxic skin)作为炼金术士的科研发现。
科研发现:以下科研发现可以完善沼地炼金师的能力:变色龙(chameleon);浓缩毒素(concentrate poison),粘稠毒药(sticky poison);毒性肌肤(nauseating flesh),毒素转换(poison conversion);瓶装软泥怪(bottled ooze),绊足炸弹(tanglefoot bomb),触手(tentacle)。
Bogborn Alchemist
Source Advanced Race Guide pg. 191
Some grippli alchemists are particularly attuned to the swamps and the dangerous creatures that inhabit them; these serve as their laboratories and research subjects, respectively. These bogborn alchemists have the following class features.
Class Skills: A bogborn alchemist adds Swim to his list of class skills.
Amphibious Mutagen (Ex): At 1st level, when a bogborn alchemist uses a mutagen, he may choose to have his mutagen form enhanced for aquatic movement. This gives him the amphibious special quality, his feet elongate, and the webbing between his fingers and toes expands, granting a swim speed of 15 feet. This replaces throw anything.
Discovery Options: A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery.
Discoveries: The following discoveries complement the bogborn alchemist archetype: chameleon; concentrate poison
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感谢 弑君者伊恩 翻译了原始版的种植专家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=50278.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 种植专家(Bramble Brewer)
出自 进阶种族指南(Advanced Race Guide) 44页
一些半精灵炼金术士混合了人类的好奇心和精灵与自然的联系。这类炼金术士可以操控炼金术的力量制造能重塑地形并让一大片的植被落叶的炸弹,或是制造赋予橡树回复力和竹子般坚韧的药剂。
特殊:种植专家仅限半精灵使用。
丛生炸弹(Briar Bombs ,Su):2级时,种植专家获得绊足炸弹科研发现,但是纠缠会持续相当于种植专家智力调整值的轮数(至少1轮)。此外,当种植专家投掷一枚绊足炸弹,它会将溅射范围内的所有方格都变为困难地形,持续时间如同炸弹的纠缠效果。丛生炸弹不会造成伤害,但每能造成1d6伤害便会使溅射半径增加五尺。
丛生炸弹替换了2级科研发现。
树化突变药剂(Briar Bombs ,Su):1级起,种植专家的突变药剂仍然可以造成形态变化的能力,但给予的是树木的坚韧而非普通突变药剂的野性之力。饮用后,树化药剂提供+4天生护甲加值,一项肉体属性+2炼金加值,对应心智属性-2罚值(如同标准突变药剂职业能力)。此外,种植专家只要处于有明亮光线的区域(比如日光或昼明术法术范围内)就会获得快速治疗1。
一名选择高等突变科研发现的种植专家创造出的树化药剂仍然提供+4天生护甲加值,同时在一项肉体属性上提供+4加值,在另一项物理属性上提供+2加值。在药剂的持续时间内,种植专家在对应的两项心智属性上均承受-2罚值,只要她处于明亮光线中,快速治疗提升至3。
一名选择究级突变科研发现的种植专家创造出的树化药剂现在提供+6天生护甲加值,同时在一项肉体属性上提供+6加值,第二项肉体属性上提供+4加值,第三项肉体属性上提供+2加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,只要她处于明亮光线中,快速治疗提升至5。
树化突变药剂其他方面如同突变药剂、高级突变、究极突变并替换了它们。
贤者之证(Grand Discovery ,Su):20级时,选择完美突变(True Mutagen)作为高级科研发现的种植专家创造出的树化药剂现在提供+8天生护甲加值,在力量,敏捷和体质上提供+6炼金加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,只要她处于明亮光线中,便会获得快速治疗10。一名种植专家必须拥有究极突变科研发现才能选择该科研发现。
科研发现:以下科研发现可以完善种植专家的能力:精确炸弹(precise bombs)、除叶炸弹(defoliant bomb)、阴魂不散(Lingering Spirit),炸弹轰炸(Strafe Bomb),日光炸弹(Sunlight Bomb)。
BrambleBrewer
Source Advanced Race Guide pg. 44
Some half-elven alchemists merge human curiosity with their elven link to nature. Such alchemists can manipulate the forces of alchemy to create bombs that reshape terrain and defoliate swaths of vegetation or to create mutagens that bestow the resilience of oak or the tenacity of bamboo. A bramble brewer has the following class features.
Briar Bombs (Su): At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.
Dendrite Mutagen (Su): At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability.
A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability.
A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as he is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.
Grand Discovery (Su): At 20th level, a bramble brewer who selects the true mutagen grand discovery can create a dendrite mutagen that grants a +8 natural armor bonus and a +6 alchemical bonus to Strength, Dexterity, and Constitution. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s gains fast healing 10, but instead of only gaining fast healing in bright light, this fast healing persists in areas of bright or normal light. A bramble brewer must possess the grand mutagen discovery before selecting this discovery.
Discoveries: The following discoveries complement the bramble brewer archetype: precise bombs; defoliant bomb; lingering spirit, strafe bomb, sunlight bomb.
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感谢 叉烧龙猫、蕾贝卡【沉沦】 翻译、整理了原始版的外科医生变体 (http://45.79.87.129/bbs/index.php?topic=96374.msg893000#msg893000)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 外科医生(Chirurgeon)
出自 极限魔法(Ultimate Magic) 18页
研读解剖学并运用这门知识来的施疗炼金术士即是外科医生。
灌注疗法(Infused Curative):2级起,外科医生的治疗法术化合炼成会自动获得灌注炼成(Infusion)科研发现的效果,使其可以被非炼金术士者使用。当外科医生准备其他化合炼成时,她可以使任意数量的治疗化合炼成失效,并准备其他化合炼成来取代它们(这个能力不完全像灌注炼成科研发现,灌注炼成在被消耗或使用之前会持续占据炼金术士的每日化合炼成栏位)。
灌注疗法替换了用毒。
麻醉剂(Anaesthetic):5级时,外科医生习得如何运用止痛药物来拓展医疗技能的用处。她获得技能专攻(医疗)作为奖励专长。任何可能伤害到病患的医疗技能的使用方式在由外科医生进行操作时(比如说拔出倒刺)只会造成最小伤害。
麻醉剂替换了毒性抗力+4。
向天夺命(Power Over Death):10级时,外科医生将生命之息作为4环化合炼成加入其公式簿中。她的灌注疗法能力能够用于此化合炼成。
向天夺命替换了毒素免疫。
科研发现:以下科研发现可以完善外科医生的能力:生命灵药(Elixir of life),治愈之触(Healing Touch),灌注炼成(Infusion)以及自体再生(Spontaneous Healing)。
Chirurgeon
Source Ultimate Magic pg. 18
An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon. A chirurgeon has the following class features.
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.
Anaesthetic: At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon. This ability replaces poison resistance +4.
Power Over Death: At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract. This ability replaces poison immunity.
Discoveries: The following discoveries complement the chirurgeon archetype: elixir of life, healing touch, infusion, and spontaneous healing.
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感谢 叉烧龙猫,蕾贝卡【沉沦】 翻译、整理了原始版的复制大师变体 (http://45.79.87.129/bbs/index.php?topic=96374.msg893000#msg893000)。
本篇由 晓慕思姬 进行更新与除错。
复制大师(Chirurgeon)
出自 极限魔法(Ultimate Magic) 18页
复制大师练习复制现有的生物以更好地了解如何创造全新的生命。
炼金炸弹(Bomb):复制大师的炼金炸弹造成的伤害比正常炸弹要小一阶(她的普通炸弹只造成d4伤害,震荡炸弹只造成d3伤害等)
这个能力在其他方面如同并替换了炼金炸弹。
次级拟像(Lesser Simulacrum):7级时,复制大师将次级拟像术(Simulacrum, Lesser)作为3环化合炼成加入其公式簿中。
重生(Rebirth):8级时,复制大师可以制备自己的复制体,当他被杀害后复制体便会苏醒。创造复制体需花费5,000 gp,耗用1周工作时间,并需要额外3周待其成长完全。若他死亡,则复制体会苏醒,如同炼金术士已对自己施展过克隆术(Clone)。他同一时间可以拥有一个自身的无生命复制体。由复制大师制造出来的未使用复制体不会腐烂。
重生替换了毒性抗力+6和毒素免疫。
拟像(Simulacrum):13级时,复制大师将拟像术(Simulacrum),作为5环化合炼成加入其公式簿中。
克隆术(Clone):16级时,复制大师将克隆术(Clone)作为6环化合炼成加入其公式簿中。
科研发现(Discoveries):以下科研发现可以完善复制大师的能力:炼金拟像(Alchemical Simulacrum),分身拟像(Doppelganger Simulacrum)保存器官(Preserve Organs)与寄生畸胎(Parasitic Twin)。
Clone Master
Source Ultimate Magic pg. 18
Clone masters practice duplicating existing creatures in order to better understand how to create new life. A clone master has the following class features.
Bomb: A clone master’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This otherwise functions as and replaces the standard alchemist bomb class feature.
Lesser Simulacrum: At 7th level, a clone master adds lesser simulacrum to his formula book as a 3rd-level extract.
Rebirth: At 8th level, a clone master can prepare a clone of himself that awakens if he is slain. Creating the clone costs 5,000 gp, takes 1 week of work, and requires 3 additional weeks for the clone to grow to maturity. If he dies, the clone awakens as if the alchemist had used the clone spell on himself. He can have one inert of himself at a time. Unused clones created by a clone master do not rot. This ability replaces poison resistance +6 and poison immunity.
Simulacrum: At 13th level, a clone master adds simulacrum to his formula book as a 5th-level extract.
Clone: At 16th level, a clone master adds clone to his formula book as a 6th-level extract.
Discoveries: The following discoveries complement the clone master archetype: alchemical simulacrum, doppelganger simulacrum, preserve organs, and parasitic twin.
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感谢 丞相 翻译了原始版的调制师变体 (https://www.goddessfantasy.net/bbs/?topic=98071.0)。
本篇由 晓慕思姬 进行更新与除错。
调制师(Concocter)
出自 药剂和毒药(Source Potions and Poisons) 8页
作为组合多种炼金物质来创造独特效果的专家,调制者专注于调和化合练成,突变药剂以及药水来创造出具有令人振奋力量的化合物。对那些不熟悉她们手法的家伙来说,调制师是非常鲁莽的,但了解她们的人则会明白,调制师只是选择了一些不同寻常的方法。
突变调配(Mutagenic Mixology,Ex):2级起,当调制师制造一瓶药水时,她可以在其中混合一些制造突变药剂的材料,使这瓶药水获得突变药剂的一部分效果。
当她喝下这瓶调和剂时,她如常获得药水的效果。此外,她还会在AC上获得+2天生防御加值并在选定的肉体属性上获得+4炼金加值(力量,敏捷,体质),并且在对应心智属性(智力,感知,魅力)上承受-2减值,就如同突变药剂一样,获得的属性必须在制造药水时便决定。这些增益和受到的惩罚持续时间等同于基底药水的持续时间或每调制师等级1/分钟,以较短者为准。
这种调和剂的效果不会和另外一份调和剂或突变药剂叠加。如果调制师在一份调和剂的效果下饮用了另一份调和剂或突变药剂,则任何先前的调和剂或突变药剂的效果会立即终止。当一份调和剂离开了炼金术师的掌握后,它会迅速失效,当它回到炼金术师的手中时,它又立即再度生效(即使调剂师拥有灌注突变科研发现)。将突变药剂和药水调和的过程使其变得非常不稳定,任何其他人喝下调和剂(包括其他炼金术师)无法获得任何增益并且必须进行一次强韧检定(DC为10+调制师职业等级+她的智力调整值),否则他将反胃(nauseated)一分钟。
以这种方法制作调和剂需要额外的反应物和材料,这使制造调和剂的药水基底在原材料上需要双倍的成本。以这种方式加入调和剂中的突变药剂,不计入调剂师同一时间内可以拥有的突变药剂数量。
2级起,调剂师每天可以制作一份这样的调和剂,在4级可以额外制作一份。一份调和剂在被制造出来24小时后就会失效。
突变调配替换2、4级科研发现。
化合调配(Extracting Mixology,Ex):6级起,调剂师可以混合一份化合炼成和一份药水。这允许她同时获得二者的效果,虽然可能会造成一些负面效果。以一个整轮动作,调剂师可以将一份化合炼成和一瓶她拥有的药水融合。调剂师可以以一个标准动作喝下这份混合药。如果她不在创造了混合药的两轮内喝下这份它,混合药就会变得失效,并且化合练成和药水都会被消耗。这个能力无法被用于使用突变调配加入过突变药剂的药水。
喝下一份混合药的确切效果不稳定且不可测。每次当调剂师喝下混合药时,投骰子并按下表决定效果。
混合药效果使用D4骰决定
1 化合炼成(百分骰的1-50)或药水(百分骰的51-100)失去效果,而有效的一方施法者等级或炼金术士等级提高2级,选择对应的一种。
2 化合炼成和药水正常生效。
3 化合炼成和药水正常生效,并且使施法者等级或炼金术士等级提高2级,选择对应的一种。
4 化合炼成和药水都正常生效,并且如同受到了法术延时超魔专长的影响。如果化合炼成或药剂的持续时间是专注、瞬间或者永久,则化合炼成和药剂仅正常生效。
化合调配替换迅捷炼金和6级科研发现。
Concocte
Source Potions and Poisons pg. 8
Experts at combining sets of chemicals to create unique effects, concocters specialize in blending extracts, mutagens, and potions to create concoctions that give them exhilarating powers. Concocters seem reckless to those who aren’t familiar with their ways, but those who know them understand that these alchemists simply have unorthodox methods.
Mutagenic Mixology (Ex): At 2nd level, whenever a concocter brews a potion, he can mix in some of the chemicals he uses to create his mutagen, adding some of his mutagen’s effects to this concoction.
When he drinks this concoction, he gains the benefit of the potion as normal. Additionally, he gains a +2 natural armor bonus and a +4 alchemical bonus to one of his physical ability scores (Strength, Dexterity, or Constitution), while suffering a –2 penalty to the corresponding mental ability score (Intelligence, Wisdom, or Charisma), just as though the concoction were a mutagen. The ability score that receives the bonus must be chosen when the concoction is made. These benefits and penalties last for the duration of the effects of the potion on which the concoction is based or for 1 minute per the concocter’s alchemist level, whichever is shorter.
The effects of this concoction do not stack with another such concoction or a mutagen. If the concocter drinks another concoction or a mutagen while under the effects of this concoction, the effects of any previous concoction or mutagen immediately end. A concoction that is not in the concocter’s possession becomes inert until the concocter picks it up again (even if the concocter has the infuse mutagen discovery). The process used to combine the mutagen with a potion make it particularly volatile, so anyone else who drinks the concoction (including other alchemists) does not gain its benefits and must succeed at a Fortitude saving throw or be nauseated for 1 minute. The DC of this saving throw is equal to 10 + the concocter’s alchemist level + the concocter’s Intelligence modifier.
Additional reagents and materials are required to brew a concoction in this way, doubling the cost in raw materials to create the potion on which the concoction is based. A mutagen brewed into a concoction in this way does not count against the number of mutagens the concocter can have active at a given time.
A concocter can make one such concoction per day at 2nd level and a second per day at 4th level. A concoction becomes inert 24 hours after it is created.
This replaces the discoveries gained at 2nd and 4th levels.
Extracting Mixology (Ex): At 6th level, a concocter can combine an extract and a potion, allowing him to consume this mixture simultaneously, albeit with some potential side effects. As a full-round action, the concocter can combine an extract with a potion in his possession. The concocter can then drink the mixture as a standard action. If he does not consume the mixture within 2 rounds of creating it, the mixture grows inert and both the extract and the potion are ruined. This ability cannot be used with a potion into which he has fused his mutagen using his mutagenic mixology ability.
The exact effects of drinking one of these mixtures are volatile and unpredictable. Each time the concocter drinks a mixture, roll on the following table to determine the result.
d4 Effect
1 Either the extract (01–50 on a d%) or potion (51–100 on a d%) has no effect. The consumable that takes effect treats its caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
2 Both the extract and potion function normally.
3 Both the extract and potion function normally but treat their caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
4 Both the extract and potion function normally and are affected as though they were spells extended with the Extend Spell metamagic feat. If either the extract or the potion’s duration is concentration, instantaneous, or permanent, both the extract and the potion simply function normally.
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感谢 丞相 翻译了原始版的构装骑士/机械先驱变体 (https://www.goddessfantasy.net/bbs/?topic=84773.0)。
本篇由 晓慕思姬 进行更新与除错。
构装骑士(CONSTRUCT RIDER)
出自 部署与伙伴(Cohorts and Companions) 12页
构装骑士通过创造构装座骑来模仿并超越软弱的肉体。
本职技能:构装骑士将骑术和知识(工程)加入本职技能列表。
这调整了构装骑士的本职技能列表。
化合炼成削减:构装骑士在每个环位可准备的化合炼成减少一个,如果该环位可准备化合炼成数量减少到0,她必须通过智力调整奖励的环位来准备该环位的化合炼成。
制造坐骑(Craft Mount,Su):构装骑士为自己组装了一个外形如同骑乘动物的构装坐骑,她可以选择出现在骑将坐骑列表中适合她体型的坐骑,GM也可以允许她使用其他生物作为坐骑。构装坐骑在大部分方面如同德鲁伊的动物伙伴,使用构装骑士的职业等级作为她的有效德鲁伊等级。构装坐骑是构装体,但使用对应生物的数据,并如常获得自然纽带所带来的提升。构装坐骑没有体质,但是会获得基于体型的构装体额外生命值。构装坐骑拥有对应坐骑的智力属性(和技能点),并且使用动物伙伴的BAB与豁免成长。构装坐骑拥有构装体的一切免疫效果(1除了免疫心灵,因为它有心智)。构装骑士在训练或指挥构装坐骑时可以使用工艺(炼金)检定来代替驯养动物检定,但这个检定会因为构装坐骑那不同寻常的本质而受到-5减值。
为了制造一个心智与机体不断进化与成长的构装伙伴,构装骑士必须制造大量的发条装置或驱动剂。最初那一闪而过的灵光造就了构装坐骑这非凡的杰作。在4级时,构装骑士获得制造构装体作为奖励专长,在创造其他构装体时,她可以使用化合炼成而非法术来满足条件。
制造坐骑替换了制造药水、突变药剂和4级科研发现。构装骑士永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。
构装骑士科研发现(Construct Rider Discoveries,Su):构装骑士可以选用以下专用科研发现来代替一般的科研发现。
内置油箱(Internal Reservoir,Ex, Sp):构装座骑体内安装了一个内置油箱,构装骑士可以将一剂药水或者化合灌入油箱。以一个不会触发借机的移动动作,构装骑士可以使这剂药水或化合对构装座骑生效。重新灌满油箱是一个复杂的操作,需要进行一次DC20的手艺(炼金)检定,如果失败,药水或化合会被浪费。这个过程需要1分钟,并且会导致借机攻击。选择这一科研发现需要6级炼金术师等级。
喷射油箱(Vaporizing Reservoir,Ex,Su):构装骑士升级了他坐骑的油箱,为其增加了装载炸弹的弹药库。装载炸弹和装载药水/化合需要一样的操作。装载了炸弹的炼金坐骑可以以一个标准动作,将其作为15尺的锥形范围或者30尺的线形范围的喷吐攻击。这次攻击视为直接命中生效范围内的所有目标。喷吐类型需要在装载炸弹时决定。因为炼金座骑没有构装骑士的随手投掷能力,所以构装骑士的智力调整值不能应用在这次伤害中。选择这一科研发现需要8级炼金术师等级,且已学会内置油箱。
扩展喷射(Widened Vaporizer,Su):当构装座骑使用喷射油箱进行喷吐攻击时。它可以选择30尺锥形或者60尺线形。选择这一科研发现需要10级炼金术师等级,且已学会喷射油箱。
构装骑士发现调整了科研发现。
Construct Rider
Source Cohorts and Companions pg. 12
A construct rider creates arcane devices to emulate and surpass weak flesh.
Class Skills: The construct rider gains Ride (Dex) and Knowledge (engineering) (Int) as class skills.
Craft Mount (Su): A construct rider assembles a construct mount shaped like a riding animal. A Medium alchemist can select a camel or a horse. A Small alchemist can select a pony or wolf, but can also select a boar or a dog if he’s at least 4th level. The GM may approve other animals as mounts. This construct mount acts in most ways as a druid animal companion, using the character’s alchemist level as his effective druid level. A construct mount is a construct, but uses the appropriate animal companion’s statistics, gaining Hit Dice, skills, feats, and Strength and Dexterity adjustments as the alchemist advances in level. A construct mount has no Constitution score, and instead gains bonus hit points appropriate for a construct of its size. It has an Intelligence score (and skill points), a lower base attack bonus, and better saving throws than a normal construct of its Hit Dice. The mount has all the immunities of a construct (except immunity to mind-affecting effects, since it has a mind). A construct rider can use Craft (alchemy) instead of Handle Animal for all purposes involving his construct mount, though the check still takes a –5 penalty due to the construct mount’s unusual nature.
To create a construct with a mind and body that are constantly changing and improving, the construct rider must manufacture vast quantities of clockwork or animating reagents. As such, the construct rider can never gain the mutagen or cognatogen ability, even from a discovery or another class.
At first, his mount is a singular masterpiece created during a momentary stroke of brilliance. At 4th level, the construct rider gains Craft Construct as a bonus feat and can use his extracts instead of spells to meet spell prerequisites when crafting other constructs.
This ability replaces Brew Potion, mutagen, and the discovery gained at 4th level.
Diminished Extracts: A construct rider may prepare one fewer extract of each level than normal. If this reduces the number to 0, he may prepare extracts of that level only if his Intelligence allows bonus extracts of that level.
Construct Rider Discoveries (Su): The construct rider can select from the following archetype-specific discoveries in place of an alchemist discovery.
Internal Reservoir (Ex, Sp): The construct mount contains a reservoir tank than the construct rider can fill with one dose of a potion or extract the construct rider created. As a move action that doesn’t provoke an attack of opportunity, the construct mount can apply the potion or extract to itself. Refilling the reservoir is a complicated process that requires a DC 20 Craft (alchemy) check. Failure destroys the potion or extract. The process requires 1 minute, and provokes attacks of opportunity. A construct rider must be at least 6th level before selecting this discovery.
Vaporizing Reservoir (Ex, Su): The construct rider upgrades his mount’s reservoir, adding a compartment near the mouth which stores a bomb. Loading the bomb requires the same process as loading an extract or potion. A construct mount loaded with a bomb can unleash it as a breath weapon in a 15-foot cone or a 30-foot line as a standard action, dealing damage as a direct hit against all targets in the area of effect. The alchemist selects a line or cone area when loading the reservoir. Because the construct mount lacks the alchemist’s Throw Anything ability, the alchemist’s Intelligence bonus doesn’t apply to this damage. A construct rider must be at least 8th level and possess the internal reservoir discovery before selecting this discovery.
Widened Vaporizer (Su): When the construct mount uses its breath weapon from the vaporizing reservoir discovery, it can also unleash a 30-foot cone or a 60-foot line. A construct rider must be at least 10th level and possess the internal reservoir and vaporizing reservoir discoveries before selecting this discovery.
译注:其实写了那么多就是告诉你除了体质,一切照着基底生物和自然纽带的规则来算。
1:存疑,构装体生物的免疫影响心灵不是由无心智带来的,请GM自行判断。
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感谢 四月 翻译了原始版的腥红炼金师 (https://www.goddessfantasy.net/bbs/index.php?topic=93351.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 猩红炼金师(Crimson Chymist)
出自 冒险者指南(Adventurer's Guide) 156页
由于其标志性的装备,识别红螳螂的执行者是很容易的事情。不过有些刺客认为,使用更为讨巧的暗杀手法仍旧可以荣耀阿卡艾克克的名讳。因此腥红炼金师转而研究炼金技术,向自己的体内注入螳螂神的突变精华。
螳螂突变剂(Mantis Mutagen,Su):1级起,腥红炼金师发现了如何制造出一种特殊的突变药剂,让自己获得祷念螳螂(praying mantis)的外观。螳螂突变剂的功能与炼金术士的突变药剂相同,不过它总是会增强敏捷,并对魅力产生减值。在使用了螳螂突变剂后,红色的几丁质会在腥红炼金师体表的肌肤上生长,增强她的天生护甲;一排装饰性的短小倒刺会生长在她的手臂上。
螳螂突变剂调整了突变药剂。
腥红研究(Crimson Discoveries,Su):猩红炼金师可以选用以下专用科研发现来代替一般的科研发现。
圣螳神肢(Arms of Achaekek):当腥红炼金师喝下螳螂突变剂之后,她的双臂上的小型倒刺会显着地成长,这使她获得了可作为天生武器的两次爪抓攻击。这些爪抓造成的伤害与她的体型相符(中型腥红炼金师为1d4),并且视为次要攻击。这些爪抓不会取代腥红炼金师的双手,她仍旧可以使用双手持握武器、攻击、拿取物品、和以其他方式熟练地使用双手,但是她的腕部(wrists slot)无法穿戴任何物品或任何护甲——若她装备了占据腕部的魔法物品或任何护甲,那么只要没有脱下护甲或腕部装备,她的双爪便会缩小为装饰性的倒刺,无法在战斗中使用。在选取该项科研发现之前,腥红炼金师必须至少达到6级。
鲜血视域(Blood Sight):当腥红炼金师处于螳螂突变剂的效果影响时,她的双眼会转变为红色的复眼。在螳螂突变剂存续期间,这种改变会让她获得范围为60尺的黑暗视觉,而且会使她获得观命术(deathwatch)的效果。若腥红炼金师已经由于自身种族而获得了黑暗视觉,那么使用鲜血视域会让她的黑暗视觉范围增加30尺。
高等圣螳神肢(Improved Arms of Achaekek):当腥红炼金师不使用人造武器进行攻击时,圣螳神肢科研发现提供的爪抓现在被视为主要武器(如果腥红炼金师使用人造武器攻击,那么这些爪抓依旧被视为次要武器)。爪抓的伤害骰提高1级(中型腥红炼金师为1d6),而且攻击命中时会造成1d4点流血伤害。在选取该项科研发现之前,腥红炼金师必须至少达到10级,而且具有圣螳神肢科研发现。
摄取毒素(Ingest Venom):每日1次以标准动作,腥红炼金师能够摄取(ingest)任意1剂毒素,并且不会使自己中毒。当腥红炼金师下一次饮用螳螂突变剂并且使用圣螳神肢科研发现时,她的双爪都会浸有1剂先前摄入的毒素。被摄入的毒素会潜藏在炼金术士的体内,直至她启动圣螳神肢科研发现或者经过24小时为止,以较早发生者为准。在此期间额外摄入的毒素均会如常对炼金术士生效。在选取该项科研发现之前,腥红炼金师具有圣螳神肢科研发现。[/spoiler]
腥红研究调整了科研发现。
Crimson Chymist
Source Adventurer's Guide pg. 156
Red Mantis agents are easily identifiable by their iconic equipment. Yet some assassins believe even subtler killing methods can be employed while still honoring Achaekek. These crimson chymists turn to the alchemical arts, infusing their bodies with the mutagenic essence of the Mantis God.
Crimson Discoveries (Su): A crimson chymist gains access to several additional unique discoveries, as detailed below.
This alters discovery.
Arms of Achaekek: The small barbs that grow on the crimson chymist’s arms when she drinks her mantis mutagen grow significantly in size, granting her two claw attacks as natural weapons. These claws deal damage as appropriate for her size (1d4 for Medium crimson chymists) and function as secondary attacks. These claws do not replace the chymist’s hands, and she can still use her hands to wield weapons, attack, hold objects, and otherwise use her hands with ease, but she cannot be wearing any item in the wrists slot or any armor—if she dons magic items that occupy the wrists slot or any armor, her claws shrink back to cosmetic barbs that can’t be used in combat as long as the armor or wrist items are worn. A crimson chymist must be at least 6th level before selecting this discovery.
Blood Sight: When the crimson chymist is under the effects of her mantis mutagen, her eyes transform, becoming red and multifaceted. This change grants her darkvision to a range of 60 feet and the effects of deathwatch for the duration of her mutagen’s effects. If the crimson chymist already has darkvision as a benefit of her race, the range of her darkvision increases by 30 feet while using blood sight.
Improved Arms of Achaekek: The claws granted by the arms of Achaekek discovery now function as primary weapons when the crimson chymist makes no attacks with manufactured weapons (the claws function as secondary weapons if the chymist attacks with a manufactured weapon). The damage die of the claws increases by one size category (to 1d6 for Medium crimson chymists), and attacks deal 1d4 points of bleed damage on a hit. A crimson chymist must be at least 10th level and have the arms of Achaekek discovery before selecting this discovery.
Ingest Venom: Once per day as a standard action, the crimson chymist can ingest one dose of any poison without harming herself. The next time she imbibes her mutagen and uses her arms of Achaekek discovery, both claws are envenomed with a dose of the poison she ingested. An ingested venom remains latent in the alchemist’s system until she activates her arms of Achaekek discovery or until 24 hours have passed, whichever comes first. Additional doses of venom ingested during that time affect the alchemist normally. A crimson chymist must have the arms of Achaekek discovery before selecting this discovery.
Mantis Mutagen (Su): At 1st level, a crimson chymist discovers how to create a specialized mutagen that grants her aspects of a praying mantis. A mantis mutagen functions as an alchemist mutagen, save that it always enhances Dexterity and applies a penalty to Charisma. When imbibed, the mutagen causes the crimson chymist’s flesh to grow red chitinous plates on her body as natural armor and a row of small, cosmetic barbed hooks along her arms.
This alters mutagen.
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感谢 归田卸甲退休孤寡老人 翻译了原始版的鲜血学家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=106881.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 血源学者(Cruorchymist)
出自 构装体手册(Construct Handbook) 12页
血源学者通过研究自己的血液,将其作为素材创造了服务于自身目的的新生命。
血契魔宠(Blood Familiar,Ex):血源学者使用自身的血液和其他基本材料创造了一个人造人(homunculus)。人造人是一只超小型类人生物,其他方面则视作魔宠,使用血源学者的职业等级视为有效法师等级。如果血源学者打算更换魔宠,她可以通过每2点体质吸取来降低100gp的成本。3级起,如果血源学者有灌注炼成(Infusion)科研发现,她可以使用血契魔宠来传递范围为接触的化合炼成。
血契魔宠替换了突变药剂,并且血源学者永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。
血契疗法(Blood Treatment,Ex):血源学者可以通过自身的血液来治疗血契魔宠。以一个迅捷动作或直觉动作,血源学者可以受到一定程度的体质吸取,每1点体质吸取会为血契魔宠治疗1d6点生命。
血契疗法替换了制造药水。
血契突变(Blood Augmentation,Ex):血源学者可以通过为血契魔宠提供更多血液来使它更为强大。以一个迅捷动作,血源学者受到1点体质吸取,血契魔宠获得一个持续1分钟的动物之力,使用血源学者的职业等级作为猎人等级来决定动物之力的效果。血源学者需要为血契突变维持1分钟后的每分钟额外受到1点体质吸取,12级起,血源学者可以选择为血契魔宠获得两个动物之力,如此做需要受到每分钟2点体质吸取。
Cruorchymist
Source Construct Handbook pg. 12
Cruorchymists see their blood as just another tool for their experiments. They use this blood to create new life that can be commanded to serve the cruorchymist’s goals.
Blood Familiar (Ex): A cruorchymist has created a homunculus from basic materials and his own blood. The homunculus takes the shape of a Tiny humanoid. It functions in all ways as a familiar, treating the cruorchymist’s alchemist level as his effective wizard level. If a cruorchymist wishes to replace his blood familiar, he can reduce the cost of the replacement ritual by taking 2 points of Constitution drain for every 100 gp he wishes to forgo. At 3rd level, if the cruorchymist has the infusion discovery, a blood familiar can deliver extracts that have a range of touch for its cruorchymist master.
This replaces mutagen. A cruorchymist can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.
Blood Treatment (Ex): A cruorchymist can give up some of his blood to restore his blood familiar. As a swift or immediate action, a cruorchymist can take a number of points of Constitution drain. His blood familiar heals 1d6 hit points for every 1 point of Constitution drain the cruorchymist inflicts upon himself in this way.
This replaces Brew Potion.
Blood Augmentation (Ex): At 4th level, a cruorchymist can provide more of his blood to further enhance his blood familiar. As a swift action, the cruorchymist can take 1 point of Constitution damage to provide his familiar with an animal aspect for 1 minute, treating his alchemist level as his hunter level. The cruorchymist takes 1 additional point of Constitution damage for every minute he maintains the animal aspect beyond the first. At 12th level, the cruorchymist can select two animal aspects for his blood familiar instead of one, taking 2 points of Constitution damage for every minute that he maintains both animal aspects.
译注:血契突变12级能力存疑,不确定是启动与维持都需要2点还是仅维持需要2点。
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感谢 PATIBAUL、蕾贝卡【沉沦】 翻译、整理了原始版的古墓破坏者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=133506.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 古墓奇兵(Crypt Breaker)
出自 内海魔法(Inner Sea Magic) 33页
古墓奇兵在奥斯里昂地区十分常见。在那里,她们运用自己的洞察力和炼金术带来的适应力,安全地探索那块土地的往日秘辛。她们经常参与考察行动,深入危险的墓穴与墓葬之中。她们能够制造出专门用来将构装体与不死生物无害化的炼金物品,往往会成为团队存活的关键。
万能溶剂炸弹(Alkahest Bombs,Su):古墓奇兵的炸弹经过特别设计,对构装体与实体不死生物尤其有效——在古代墓穴里最容易碰到的两种敌人。这些素有“万能溶剂炸弹”之称的炸弹会造成强酸伤害,而非火焰伤害。万能溶剂是一种能够腐蚀亡灵血肉跟活动构装体的炼金液体,但对其他类型的生物收效甚微。在对抗构装体与实体不死生物时,万能溶剂炸弹造成1d8点伤害,再加上每个奇数等级1d8点伤害(取代原本的1d6)。对抗其他所有类型的生物时,万能溶剂炸弹造成1d4点伤害,再加上每个奇数等级1d4点伤害。
万能溶剂炸弹在其他方面如同并替换了炼金炸弹。
古墓奇兵药剂(Crypt Breaker's Draught,Su):古墓奇兵并没有开发出能够提升自身天生护甲与肉体属性的突变药剂,而是专注于创造出一种能够强化她们感官能力的特殊药剂。当古墓奇兵喝下这样的药剂时,她会在所有察觉检定上获得+4加值,并获得下列特殊感官中的一种:60尺黑暗视觉,昏暗视觉或灵敏嗅觉。当处于古墓破坏者药剂的效果下时,炼金术士同时也会获得强光失明(light blindness)。
古墓奇兵药剂替换了突变药剂。
寻找陷阱(Trapfinding):1级时,古墓奇兵获得寻找陷阱职业能力,该能力如同游荡者同名职业能力。
寻找陷阱替换了制造药水。
科研发现(Discoveries):古墓奇兵可以选取以下游荡者天赋作为科研发现:快速解除(quick disable)、陷阱感知(trap sense)与陷阱嗅觉(trap spotter)。在计算这些天赋的效果时,将古墓奇兵的职业等级视为游荡者等级。
这调整了科研发现。
强化万能溶剂(Enhanced Alkahest,Su):14级时,古墓奇兵的万能溶剂效果变得更加强大。在对抗构装体与实体不死生物时,古墓破坏者的万能溶剂炸弹每骰额外造成1点伤害,且炸弹的重击威胁范围变为19–20。此能力不与其他提升重击威胁范围的效果叠加。
强化万能溶剂替换了长效突变药剂。
Crypt Breaker
Source Inner Sea Magic pg. 33
Crypt breakers are most common in Osirion, where they use their powers of perception and alchemical adaptation to safely investigate the mysteries of that lands’ past. They are often involved in expeditions into dangerous tombs and catacombs, where their ability to create alchemical devices designed to neutralize constructs and undead are often crucial to survival. A crypt breaker has the following class features.
Alkahest Bombs (Su): A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of force damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.
Crypt Breaker’s Draught (Su): Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).
Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.
Discoveries: A crypt breaker may take the following rogue talents as discoveries: quick disable, trap sense, and trap spotter. Treat the crypt breaker’s alchemist level as his rogue level for these talents.
Enhanced Alkahest (Su): At 14th level, a crypt breaker’s alkahest grows more potent. Against constructs and corporeal undead, the crypt breaker’s alkahest bombs deal +1 points of damage per die, and the bomb threatens a critical hit on a 19-20. This does not stack with other effects that improve critical hit threat ranges. This ability replaces persistent mutagen.
译注:并没有找到trap sense盗贼天赋.......
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感谢 四月 翻译了原始版的深土爆破者变体 (http://45.79.87.129/bbs/index.php?topic=51802.msg476178#msg476178)。
本篇由 晓慕思姬 进行更新与除错。
深土游击队(Deep Bomber)
出自 进阶种族手册(Advanced Race Guide) 205页
为了对抗地表之下的恐怖,地底侏儒利用自身种族对炼金术的癖好与迷惑手法来从黑暗中打击敌人并快速撤退,就好像她们凭空消失了一般。
特殊:深土游击队仅限地底侏儒使用。
消音炸弹(Silent Bomb):2级起,当深土游击队制造炼金炸弹时,她能够选择消除炸弹发出的声音,但炸弹爆炸造成的伤害仍然有可能引起受害者的哀嚎。
消音炸弹替换了用毒。
曳光炸弹(Targeting Bomb):3级起,当深土游击队制造炼金炸弹时,她能够选择在其爆炸时造成妖火(Faerie Fire)的效果,影响所有在溅射范围内的生物(包括目标,如果有的话)。
曳光炸弹替换了迅捷炼金,她在18级获得迅捷炼金,并且永远无法获得瞬间炼金。
岩树林(Stonekin):6级时,深土游击队自动习得树化术(Tree Shape)作为2环化合炼成,不过她并非化为树的形态,而是变为与自身当前体型相同的石笋的形态。7级时,她自动习得融身入石(Meld into Stone)作为3环化合炼成
岩树林替换了迅捷上毒。
科研发现:以下科研发现可以完善深土游击队的能力:定时炸弹(delayed bomb),解法炸弹(dispelling bomb*),急速炸弹(fast bombs),灌注炼成(infusion),癫狂炸弹(madness bomb),毒气弹(poison bomb)。
Deep Bomber
Source Advanced Race Guide pg. 205
Consumed with keeping hidden from the horrors below the surface, svirfneblin use their racial proclivity for alchemy and their inherent talent for obfuscation to strike their enemies from the darkness and retreat unseen. A deep bomber has the following class features.
Silent Bomb: At 2nd level, when the deep bomber creates a bomb, he can choose to have it explode without making any noise, although those damaged by it may cry out. This ability replaces poison use.
Targeting Bomb*: At 3rd level, when the deep bomber creates a bomb, he can choose to have its detonation include a faerie fire effect that applies to all creatures within the splash radius (including the target, if any). This ability replaces swift alchemy (the deep bomber gains swift alchemy at 18th level and never gains instant alchemy).
Stonekin: At 6th level, the deep bomber automatically learns tree shape as a 2nd-level extract, except instead of a tree, he takes the form of a stalagmite that is the same size as his current size. At 7th level, he automatically learns meld into stone as a 3rd-level extract. This ability replaces swift poisoning.
Discoveries: The following discoveries complement the deep bomber archetype: delayed bomb, dispelling bomb, fast bombs, infusion, madness bomb, poison bomb.
译注:其实Bomber和游击队没有一点关系来着,但是这个职业能力组合起来就有种...很强烈的既视感,如果觉得觉得不合适可以向我提出意见,会更换为四月的原译名。
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感谢 灯泡powerbult 翻译了原始版的次元挖掘者变体 (http://45.79.87.129/bbs/?topic=85030.msg800090#msg800090)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 裂隙扩掘者(Aerochemist)
出自 魔法战术工具匣(Magic Tactics) 14页
炼金术师经常被吸引到法力废墟去学习那里奇异的能量与反应。一些过于急切的炼金术士在进行自己的研究的途中消失了,但阿肯斯塔那些更为谨慎的炼金学者满足于阅读那些更具冒险精神的同行所留下的笔记。这些学者中的一些人已经发现并研究出了一些方法,可以让她们的炸弹短暂地撕裂现实制造裂隙,产生各种次元坑来给她们的敌人制造麻烦。
次元炼成(Extradimensional Extract,Su):裂隙扩掘者对次元特性的研究导致她对原本科研的研究不够透彻,她在选择扩掘发现(6级职业能力)外的科研发现时将职业等级视为低2级。4级时,裂隙扩掘者将造坑术(create pit)添加到她的二环公式簿,她可以将这个法术作为一个化合炼成准备,然后使用远程攻击将其投掷到一个生物或方格中。如果它击中了一个方格,那么次元坑就会出现在那个区域并且其中的生物正常受到影响。如果一个击中了一个生物,次元坑会出现在这个生物的位置,被击中的生物必须成功通过一个受到–2减值的反射检定,否则将落入坑中。
次元炼成调整了科研发现,并替换了4级科研发现。
扩掘发现(EPrecipitous Discoveries,Su):6级起,裂隙扩掘者可以将一个新的次元坑法术加入公式簿来代替一个科研发现。裂隙扩掘者必须要有合适的化合炼成环位才能选择对应的次元坑法术。她可以选择以下次元坑法术加入公式簿,并以使用次元炼成的方式使用它们。
刺坑 (Spiked Pit,3环),酸池坑 (Acid Pit,4环),饥饿坑 (Hungry Pit,5环)
扩掘发现调整了科研发现。
Dimensional Excavator
Source Magic Tactics Toolbox pg. 14
Alchemists are often drawn to the Mana Wastes to study the strange energies and interactions that can be found there. Though many overeager alchemists ultimately disappear during research expeditions, more cautious scholars of alchemy in Alkenstar are content to simply read the notes left behind by their more adventurous kindred. Some of these scholars have discovered and recorded ways to cause their bombs to create minor tears in the fabric of reality, forming extradimensional pits to vex their foes.
Extradimensional Extract (Su): The intense study a dimensional excavator applies to dimensional forces causes him to treat his class level as 2 lower when qualifying for alchemist discoveries other than those granted by Precipitous Discoveries (see below). At 4th level, the dimensional excavator adds create pit to his list of extracts known, treating it as a 2nd-level alchemist extract. He can create an extract of this spell, which can then be thrown as a ranged attack, targeting a creature or square. If it strikes a square, the pit manifests in that area and all nearby creatures are affected normally. If a creature is struck, the pit manifests in the creature’s location, and the struck creature must succeed at a Reflex save with a –2 penalty or fall into the pit.
This alters the discovery ability, and replaces the discovery gained at 4th level.
Precipitous Discoveries (Su): At 6th level, a dimensional excavator can choose to learn an additional pit spell in place of learning a new discovery. The alchemist must be able to use an extract of the appropriate level to select a pit spell as an extract. He can add the following spells to his extracts known, and use them as per the extradimensional extract ability: spiked pit (3rd-level extract), acid pit (4th-level extract), hungry pit (5th-level extract).
This alters the discovery ability.
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感谢 折剑者绯月 翻译了原始版的龙血炼金师 (http://45.79.87.129/bbs/index.php?topic=90425.msg842858#msg842858)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 龙血炼金师(Dragonblood Chymist)
出自 巨龙传承(Legacy of Dragons) 12页
对于炼金术士来说,调制混合剂的效力取决于其中的成分,还有什么成分能比巨龙的血液更加强大呢?卡尔玛嘎的龙血炼金师擅长从龙血中提取灵药与化合炼成来让她们体验龙的力量,无论它的背后暗藏着什么样的危险。
龙血突变剂(Dragonblood Mutagen,Su):1级起,龙血炼金师为了模拟巨龙之力制造出了一种她可以摄取的突变药剂。尽管她会保持原来的形态,但是她的一些特征会呈现龙类外表,如同蜥蜴一般长出鳞片。她获得+2天生防御加值并且力量获得+2炼金加值,持续每炼金术师等级10分钟。
2级起,龙血炼金师浓缩了龙血突变药剂并因此获得了2次爪击和1次啮咬攻击。如果龙血炼金师在此轮中只进行这些攻击,则这些攻击被算作主要天武,否则会被视作次要天武。爪击造成1D4点伤害(小型1D3),啮咬造成1D6点伤害(小型1D4)。当突变药剂生效时,她在威吓检定中获得+2表现加值。
12级起,龙血突变药剂使她获得+4天生防御加值并且力量获得+4炼金加值。
16级时,龙血突变药剂使她获得+6天生防御加值并且力量获得+6炼金加值。
龙血突变剂在其他方面如同并调整突变药剂。替换了2、12和16级科研发现,龙血炼金师无法选取其他有关突变药剂的科研发现。
爆炸吐息(Explosive Breath,Su):1级起,龙血炼金师可以如同巨龙一样从嘴里吐出火焰。她获得了炸裂喷吐(Breath Weapon Bomb)科研发现,但是她必须对每个她制造的炸弹应用这个科研发现。
爆炸吐息替换了随手投掷,
龙类抗力(Explosive Breath,Su):2级起,龙血炼金师对抗麻痹,睡眠效果的豁免检定中获得+2加值。这个加值6级起提升到+4,8级起提升到+6。10级起,龙血炼金师免疫麻痹和睡眠效果。
龙类抗力替换了全等级的毒性抗力、用毒和迅捷上毒。
Dragonblood Chymist
Source Legacy of Dragons pg. 12
For alchemists, the key to effective mixtures lies in potent ingredients, and what could be more formidable than the blood of wyrms? The dragonblood chymists of Kaer Maga specialize in the reckless distillation of extracts and elixirs that allow them to experience the might of a dragon, however dangerous it might be
Dragonblood Mutagen (Su): At 1st level, a dragonblood chymist discovers how to create a mutagen that he can imbibe in order to mimic the might of a dragon. While he maintains his original form, his features take on a draconic appearance, becoming scaly and lizard-like. He gains a +2 natural armor bonus and a +2 alchemical bonus to his Strength for 10 minutes per class level.
At 2nd level, the dragonblood chymist has learned to concentrate the potency of his dragonblood mutagen such that it grants him two claw attacks and a bite attack. If these are the only attacks the dragonblood chymist makes in a round, they are primary attacks and are made using his full base attack bonus. Otherwise, these natural attacks are treated as secondary attacks. The claw attacks deal 1d4 points of damage (1d3 if he is Small) and the bite attack deals 1d6 points of damage (1d4 if he is Small). While the mutagen is in effect, he gains a +2 competence bonus on Intimidate checks. At 12th level, the dragonblood mutagen grants a +4 natural armor bonus and a +4 alchemical bonus to his Strength. At 16th level, the dragonblood mutagen grants a +6 natural armor bonus and a +6 alchemical bonus to his Strength. This ability otherwise functions as mutagen.
This ability modifies the mutagen class feature; replaces the discoveries gained at 2nd, 12th, and 16th levels; and precludes the dragonblood chymist from taking any other mutagen discoveries.
Explosive Breath (Su): At 1st level, a dragonblood chymist gains the ability to expel fire from his mouth in the same manner as a dragon. He gains the breath weapon bomb alchemist discovery but must apply this discovery to every bomb he creates.
This ability replaces the Throw Anything ability
Draconic Resistances (Ex): At 2nd level, a dragonblood chymist gains a +2 bonus on all saving throws against paralysis and sleep effects. This bonus increases to +4 at 6th level, and to +6 at 10th level. At 10th level, a dragonblood chymist becomes immune to paralysis and sleep effects.
This ability replaces poison resistance, poison use, and swift poisoning
译注:龙类抗力原文为10级获得+6豁免,但逻辑不通,根据毒性抗力的成长应为8级时+6.。
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感谢 PATIBAUL 翻译了原始版的灵质化学家变体 (https://www.goddessfantasy.net/bbs/?topic=78221.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 灵质化学家(Ectochymist)
出自 异能冒险(Occult Adventures) 112页
灵质化学家通过研究炼金术对精神与灵魂的影响,专精于对抗幽灵和其他虚体生物。
本职技能:灵质化学家将知识(宗教)加入本职技能列表。
灵质调剂:(Ectoplasmic Blanche, Su):每日灵质化学家职业等级+智力调整值次,她可以用一个整轮动作将灵质调剂涂抹在一把近战武器上,这把武器会对虚体造成全额伤害,这个效果持续到这把武器进行一次攻击为止。
灵质调剂替换了炼金炸弹。
冷静大脑(Cool-Headed, Ex):2级起,灵质化学家在对抗死亡、恐惧和负能量效果时豁免得到+2加值,5级提升至+4,8级提升至+6。
冷静大脑替换了毒性抗力+2、+4和+6。
进阶灵质调剂(Advanced Ectochymistry, Su):2级起,涂抹调剂的武器也能对作祟(haunts)造成全额伤害。
进阶灵质调剂替换了用毒。
迅捷灵质调剂(Swift Ectochymistry, Su):6级起,灵质化学家可以用迅捷动作替自己的武器涂抹灵质调剂,且她持有该武器时,灵质调剂可以维持相当于灵质化学家智力调整值的攻击次数。
迅捷灵质调剂替换了迅捷上毒。
鬼灵陷阱(Ghost Trap, Su):8级起,灵质化学家可以通过投掷陷阱来捕获一个HD不超过她职业等级的虚体生物,以一个标准动作,她可以将一剂灵质调剂涂满容器内部并对虚体生物进行一次远程接触攻击,若该次攻击命中,该虚体生物必须通过DC=10+1/2灵质化学家等级+智力调整值的意志检定,失败则会被关进瓶内,直到有人把瓶塞打开或是把容器弄破,尽管投掷到虚体生物身上的鬼灵陷阱不会被破坏,不过其耐久度也仅等于一般容器(通常是5硬度,1hp的玻璃瓶)
鬼灵陷阱替换了8级科研发现。
灵质解析(Ectochymical Analysis, Sp):10级起,灵质化学家可以用她的炼金知识揭示一个通常需要进行占卜(divinations)才能确定的作祟(haunted)区域,此过程需花费十分钟,且消耗一剂灵质调剂,效果如同法术作祟灵交谈(speak with haunt),豁免DC=DC=10+1/2灵质化学家等级+魅力调整值,施法者等级等同于灵质化学家的职业等级,由于灵质化学家是使用化学分析以获得问题的答案,而非直接交谈,她可以使用工艺(炼金)检定取代察言观色来对抗作祟试图对她进行误导的唬骗检定。
灵质解析替换了毒素免疫。
科研发现:以下科研发现可以完善灵质化学家的能力:炼金拟像(Alchemical Simulacrum), 异变药剂(Cognatogen), 究极异变(Grand Cognatogen), 高等炼金拟像(Greater Alchemical Simulacrum), 木乃伊化(mummification)。
Ectochymist
Source Occult Adventures pg. 112
Ectochymists study the effects of alchemy on soul and spirit, focusing on fighting ghosts and other incorporeal creatures.
Class Skills: An ectochymist adds Knowledge (religion) to his list of class skills. This alters the alchemist’s class skills.
Ectoplasmic Blanche (Su): An ectochymist can alchemically treat a melee weapon so that it deals full damage to incorporeal creatures. The process requires a full-round action and lasts until the next time that weapon is used to make an attack. An ectochymist can use this ability a number of times per day equal to his alchemist level + his Intelligence modifier. This ability replaces bombs.
Cool-Headed (Ex): At 2nd level, an ectochymist gains a +2 bonus on saves against death, fear, and negative energy effects. This bonus increases to +4 at 5th level, and to +6 at 8th level. This ability replaces poison resistance.
Advanced Ectochymistry (Su): At 2nd level, a weapon coated in an ectochymist’s ectoplasmic blanche also deals full damage to haunts. This ability replaces poison use.
Swift Ectochymistry (Su): At 6th level, an ectochymist can use ectoplasmic blanche on one of his own weapons as a swift action. When coated on a weapon wielded by the ectochymist, ectoplasmic blanche lasts for a number of attacks equal to the ectochymist’s Intelligence modifier (minimum 1 attack). This ability replaces swift poisoning.
Ghost Trap (Su): At 8th level, an ectochymist can throw a trap to capture an incorporeal creature of up to 1 Hit Die per alchemist level he possesses. As a standard action, the ectochymist can expend a use of ectoplasmic blanche to coat the inside of a container with his blanche and throw it at an incorporeal creature as a ranged touch attack. If he hits, the creature receives a Will save to escape the trap (DC = 10 + 1/2 his alchemist level + his Intelligence modifier). If the creature fails its save, it is sealed within the vessel until someone breaks or opens that vessel. The ghost trap automatically survives being thrown at the incorporeal creature, but otherwise is only as durable as the vessel (normally hardness 5, 1 hp for a glass bottle).This ability replaces the 8th-level alchemist discovery.
Ectochymical Analysis (Sp): At 10th level, an ectochymist can use alchemical processes to uncover esoteric knowledge from a haunted area that would normally require divinations to ascertain. This process takes 10 minutes and expends one use of ectoplasmic blanche. Treat this effect as speak with haunt with a saving throw DC equal to 10 + 1/2 the ectochymist’s class level + the ectochymist’s Charisma modifier and a caster level equal to the ectochymist’s class level. Because the ectochymist is performing an analysis to answer his questions and not speaking with the haunt directly, he uses Craft (alchemy) rather than Sense Motive to oppose any Bluff checks the spirit might attempt in order to mislead him. This ability replaces poison immunity.
Discoveries: The following discoveries complement the ectochymist archetype: alchemical simulacrum, cognatogen, grand cognatogen, greater alchemical simulacrum, and mummification.
译注:冷静大脑(Cool-Headed)原文为替换毒性抗力,但灵质解析(Ectochymical Analysis)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整
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感谢 白药君 翻译了原始版的炼魂士变体 (https://www.goddessfantasy.net/bbs/?topic=90091.0)。
本篇由 晓慕思姬 进行更新与除错。
炼魂士(Ectoplasm Master)
出自 闹鬼英雄手册(Haunted Heroes Handbook) 14页
炼魂士拥有把可怖幽灵蒸馏成炼金试剂的奇异能力,这种怪异技术的起源乃是来自默语魔道的特工们。然而自从被叛逃到巴拉丁之眼秘会之中的成员把这个秘密暴露出去后,该技艺就风一样地传遍了各地。如今,炼魂士已经不会像以前那样被自动当作是心术不正的危险分子了。
灵魂炼成(Ectoplasmic Extracts,Su):炼魂士并非通过炼金试剂来制造炼金物品,包括炸弹,化合炼成和突变药剂等,而是利用诸如骨灰,灵质晶体,以及类似的试剂作为原料来制作炼金催化剂。就跟标准炼金术师一样,这些材料的花费可以忽略不计,这点和大部分法术的廉价施法材料一样。由于这种技术本身和涉及的炼金原料都相当诡异,炼魂士的公式列表得到了拓展。他可以把所有术士/法师6环及以下死灵学派的法术加到自己的公式列表里,但仍需对应进行学习抄写后才能使用。如果有法术同时出现在炼金术师公式列表和术士/法师法术列表里面,则炼魂士使用两者间环级较低的那个版本。
灵魂炼成调整了化合炼成并替换了制造药水。
灵魂科研(Ectoplasm Master Discoveries,Su):炼魂士可以选用以下专用科研发现来代替一般的科研发现。
灵质突变(Ectoplasmic Mutagen):任何时候,炼魂士在服用突变药剂后,她的肉胎凡躯转化成了灵界异质,因此身体呈现半流质的形态。在突变药剂生效期间,炼魂士不再获得天生护甲加值,但是对重击和偷袭等精准伤害免疫。选择这一科研发现需要6级炼金术士等级。
灵质仆从(Ectoplasmic Servant):选择该科研的炼魂士可以把所有6环及以下的召唤怪物法术加入到公式列表里面,并作为灵魂炼成使用。只要她通过灵魂炼成召唤单一生物,该生物必须出现在与她邻接的方块之中,并且获得灵质生物模板(Ectoplasmic,Pathfinder RPG Bestiary 4 82页)。通过灵魂炼成召唤而来的生物除灵质生物模板外无法获得其他生物模板。
虹吸炸弹(Siphon Bomb):炼魂士能调整炸弹,可以使作祟和虚体不死生物的灵质能量结晶无力化。虹吸炸弹对虚体生物造成全额伤害,就像力场效果一样,但是对实体生物只能造成非致命伤害。虹吸炸弹同样能对作祟造成伤害,但爆炸点必须在作祟区域内才能生效。这项科研发现调整了炼魂士的炸弹,并且无法和其他调整了炸弹效果的科研发现叠加。
Ectoplasm Master
Source Haunted Heroes Handbook pg. 14
Able to distill spectral horrors into alchemical reagents, the eccentric techniques of the ectoplasm master originated among agents of the Whispering Way, though their secrets have since been exposed and spread to the winds by their rivals in the Esoteric Order of the Palatine Eye. Today, the ectoplasm master is not automatically regarded as an agent of sinister evil as a result.
Ectoplasmic
Extracts (Su) : Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells. As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell.
This ability alters extracts and replaces Brew Potion.
Ectoplasm Master Discoveries (Su) : An ectoplasm master is able to select the following alchemist discoveries, in addition to general discoveries.
Ectoplasmic Mutagen: Whenever the ectoplasm master imbibes a mutagen, his living flesh transmutes into ectoplasm, causing him to take on a semiliquid form. He no longer gains a natural armor bonus from his mutagen, but instead becomes immune to critical hits and precision damage (such as sneak attacks) while under the mutagen’s effects. An ectoplasm master must be at least 6th level to learn this discovery.
Ectoplasmic Servant: An ectoplasm master who selects this discovery adds all summon monster spells of 6th level or lower to his alchemist formula list as ectoplasmic extracts. Whenever he summons a creature using an ectoplasmic extract, the creature must appear in a square adjacent to his own, and it gains the ectoplasmic creature template. Creatures summoned using ectoplasmic extracts cannot have templates other than the ectoplasmic creature template.
Siphon Bomb: The ectoplasm master’s bombs can be modified to neutralize and crystallize the ectoplasmic energy of haunts and incorporeal undead. A siphon bomb deals full damage to incorporeal creatures as if it were a force effect, but deals only nonlethal damage to corporeal creatures. A siphon bomb also damages haunts, provided the siphon bomb explodes within a haunt’s area of effect. This discovery modifies the alchemist’s bombs and doesn’t stack with other discoveries that modify bombs.
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感谢 张辽 翻译了原始版的邪术毒师变体 (https://www.goddessfantasy.net/bbs/?topic=116730.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 邪术毒师(Eldritch Poisoner)
出自 黑市指南(Black Markets) 28页
邪术毒师是毒药技艺的大师,以不可思议的速度和专业技能合成致命伤残的毒药。
秘毒(Arcanotoxin,Su):邪术毒师可以混合挥发性化学物质和她自己的个人魔法,制作出称为秘毒的致命毒药。他每天可以使用这个能力的次数等于邪术毒师等级+智力调整值。秘毒只有在被邪术毒师使用时才起作用,如果不在1分钟内使用,它就会变得惰性。制造秘毒是一个标准动作,它可以以移动动作涂抹到武器上。
1级时,邪术毒师必须选择她的秘毒是造成力量伤害还是敏捷伤害。在3级时和之后的每2个邪术毒师等级,她可以通过以下方式之一增强秘毒。她不能连续两次选择相同的提升。
·选择一种额外的属性伤害形态:魅力、敏捷、智力、力量、感知。
·增加1轮发作时间,或者增加2轮存在发作时间(最多11轮)。
·提升一级伤害骰(最大1d6)。
·治愈毒素的连续豁免次数增加1(最多3次)。
·增加2轮频率(最多10轮)。
如果邪术毒师能造成不同种类的属性伤害,那么在制造秘毒时选择造成哪种伤害。她可以随意减少秘毒提高的影响,比如豁免DC和发作时间。有些科研发现会让秘毒有次级效果,但一份秘毒只能有一个次级效果。炼金术士的影响普通毒药的科研发现并不适用于秘毒。
秘毒
种类 毒药,伤口;豁免强韧DC=10+1/2邪术毒师的炼金术士等级+他的智力调整值
发作 1/轮,持续2轮
效果 1d2点属性伤害;治愈1次豁免
秘毒替换了炼金炸弹
毒理学家(Toxicologist,Ex):邪术毒师在制造毒药和抗毒剂的工艺(炼金)检定上获得+2加值,并且只需要通常一半的时间就可以制造。
毒理学家替换随手投掷。
偷袭(Sneak Attack,Ex):1级起,邪术毒师获得偷袭,等同于游荡者的同名能力。1级时造成1d6点偷袭伤害;在4级和之后的每4个邪术毒师等级增加1d6点伤害。
偷袭替换了突变药剂和长效突变药剂。
弱点注射(Careful Injection,Ex):4级起,邪术毒师在造成偷袭伤害时,可以放弃一些偷袭伤害,来提升邪术毒师专用科研发现毒药或秘毒的豁免DC。每放弃1d6点偷袭伤害,毒药的DC增加1。
弱点注射替换了4级科研发现。
科研发现(Discoveries):邪术毒师可以选用以下专用科研发现来代替一般的科研发现。具有需要豁免的秘毒科研发现DC使用她秘毒的DC。
解毒剂(Antidote,Su):邪术毒师可以使用一次秘毒次数,制造一份减缓毒发(Delay Poison)提取物,他可以用一个标准动作喂给相邻的自愿生物。10级时,她可以制造一份中和毒性(neutralize poison)提取物。
药剂师(Apothecary,Ex,Sp):邪术毒师可以将侦测毒性(Detect Poison)作为类法术能力使用,在识别和治疗毒药的检定中获得等同于1/2炼金术士等级的加值。
结合毒药(Combine Toxins,Ex):邪术毒师知道如何使秘毒的伤害变得多样化,只需要一份秘毒就可以造成两种属性伤害。他必须知道如何使用秘毒来造成选择的属性伤害。一份结合毒药减少一级伤害骰,每个属性伤害的最小伤害值为1。
接触毒药(Contact Toxin,Su):邪术毒师可以以接触毒药的方式制造他的秘毒。一小瓶接触性的秘毒可以作为30尺的远程接触攻击,或者以标准动作涂抹在表面,但1分钟后会变得惰性。秘毒的豁免DC减少2。邪术毒师必须4级才能选择此发现。
下毒(Envenom,Su):邪术毒师可以以一个移动动作制作一份秘毒并涂抹在持有的武器上(他自己的或盟友的)。毒药持续1分钟或者被使用。
致命毒药(Lethal Toxin ,Su):秘毒可以造成体质伤害。邪术毒师必须10级才能选择此发现。
心灵改变毒药(Mind-Altering Toxin,Su):当生物对秘毒豁免失败时,在毒药持续时间内也会因幻觉而获得目眩状态,作为次级效果。当炼金术士10级时,取代目眩,目标获得困惑状态。邪术毒师必须6级才能选择此发现。
麻痹毒药(Paralytic Toxin,Su):当生物对秘毒豁免失败时,在毒药持续时间内获得恍惚状态,作为次级效果。当炼金术士10级时,取代恍惚,目标会获得麻痹效果。邪术毒师必须8级才能选择此发现。
作呕毒药(Sickening Toxin ,Su):当一个生物对抗秘毒失败时,它会在毒药的持续时间内获得恶心状态,作为次级效果。当炼金术士达到12级时,取代恶心,目标会获得反胃状态。
定制毒药(Tailored Toxin,Ex):选择一种生物类型(和亚种,若是类人生物或异界生物)。邪术毒师的秘毒对这类生物特别有效,豁免DC增加2。此发现可以多次选取,分别应用于不同的生物类型(或亚种)。
毒烟(Toxic Fumes,Ex):邪术毒师可以以吸入毒药的方式制造他的秘毒。他可以以接触攻击的方式投掷秘毒30尺,影响到10尺见方的所有生物。秘毒的豁免DC减少4,成功的豁免立刻结束秘毒的效果。邪术毒师必须6级才能选择此发现。
Eldritch Poisoner
Source Black Markets pg. 28
Eldritch poisoners are masters of the toxic arts, synthesizing lethal and incapacitating poisons with uncanny speed and expertise.
Arcanotoxin (Su): An eldritch poisoner can blend volatile chemicals and her own personal magic to create deadly poisons known as arcanotoxins. She can use this ability a number of times each day equal to her alchemist level + her Intelligence modifier. An arcanotoxin functions only when used by the eldritch poisoner and becomes inert if not used within 1 minute. Creating an arcanotoxin is a standard action, and it can be applied to a weapon as a move action.
At 1st level, an eldritch poisoner must choose whether her arcanotoxin deals Strength or Dexterity damage. At 3rd level and every 2 alchemist levels thereafter, she can enhance her arcanotoxin in one of the following ways. She can’t select the same improvement twice in a row.
Select one additional form of ability damage: Charisma, Dexterity, Intelligence, Strength, or Wisdom.
Grant an onset time of 1 round, or increase an existing onset time by 2 rounds (maximum 11 rounds).
Increase the ability damage die by one step (maximum 1d6).
Increase the number of consecutive saves required to cure the poison by 1 (maximum 3).
Increase the frequency by 2 rounds (maximum 10 rounds).
If an eldritch poisoner can deal different kinds of ability damage, she selects which ability to affect each time she creates a dose of arcanotoxin, and can willingly reduce enhanced aspects of her arcanotoxin, such as the save DC or onset time. Some discoveries apply secondary effects; a dose of arcanotoxin can cause only one secondary effect. Alchemist discoveries that affect mundane poisons do not apply to an arcanotoxin.
This ability replaces bomb.
Arcanotoxin
Type poison, injury; Save Fortitude DC = 10 + 1/2 the eldritch poisoner’s alchemist level + her Intelligence modifier
Frequency 1/round for 2 rounds
Effect 1d2 ability damage (see above); Cure 1 save
Toxicologist (Ex): An eldritch poisoner gains a +2 bonus on Craft (alchemy) checks to create poisons and antitoxins, and creates them in half the normal amount of time. This ability replaces Throw Anything.
Sneak Attack (Ex): At 1st level, the eldritch poisoner gains a sneak attack identical to the rogue class feature, dealing 1d6 points of sneak attack damage at 1st level; the damage increases by 1d6 at 4th level and every 4 alchemist levels thereafter. This ability replaces mutagen and persistent mutagen.
Discoveries: An eldritch poisoner can select any of the following discoveries, in addition to those available to other alchemists. Arcanotoxin discoveries with a save DC use her arcanotoxin’s save DC.
Antidote (Su): The eldritch poisoner can sacrifice one use of her arcanotoxin to create an extract of delay poison which she can feed to an adjacent, willing creature as a standard action. Beginning at 10th level, she can instead use this ability to create an extract of neutralize poison.
Apothecary (Ex, Sp): The eldritch poisoner can use detect poison at will as a spell-like ability and gains a bonus equal to 1/2 her alchemist level on Heal checks to identify or treat poisons and to the bonus she grants when successfully treating a poison.
Combine Toxins (Ex): An eldritch poisoner can diversify her arcanotoxin, dealing damage to any two ability scores with a single dose. The alchemist must already know how to target both ability scores with her arcanotoxin. A combined toxin reduces the damage die of its arcanotoxin by one step, to a minimum of 1 point of ability damage to each ability score.
Contact Toxin (Su): The eldritch poisoner can create her arcanotoxin as a contact poison. A vial of contact arcanotoxin can be thrown up to 30 feet as a ranged touch attack or smeared onto a surface as a standard action, but it becomes inert after 1 minute. The arcanotoxin’s save DC is reduced by 2. The eldritch poisoner must be at least 4th level to select this discovery.
Envenom (Su): The eldritch poisoner can create and apply her arcanotoxin to a held weapon (her own or an ally’s) as a move action. The toxin lasts 1 minute or until used.
Lethal Toxin (Su): The eldritch poisoner’s arcanotoxin can deal Constitution damage. She must be at least 10th level to select this discovery.
Mind-Altering Toxin (Su): Whenever a creature fails its saving throw against the eldritch poisoner’s arcanotoxin, it also becomes dazzled by hallucinations for the toxin’s duration as a secondary effect. When the alchemist reaches 10th level, targets become confused instead. The alchemist must be at least 6th level to select this discovery.
Paralytic Toxin (Su): Whenever a creature fails its saving throw against the eldritch poisoner’s arcanotoxin, it also becomes staggered for the toxin’s duration as a secondary effect. Beginning at 15th level, the target becomes paralyzed instead. The poisoner must be at least 8th level to select this discovery.
Sickening Toxin (Su): When a creature fails its save against the eldritch poisoner’s arcanotoxin, it also becomes sickened for the toxin’s duration as a secondary effect. When the alchemist reaches 12th level, targets become nauseated instead.
Tailored Toxin (Ex): Choose one creature type (and subtype, for humanoids or outsiders). The eldritch poisoner’s arcanotoxin is particularly effective against such creatures, increasing the save DC by 2. This discovery can be selected more than once; each time it applies to a different creature type (or subtype).
Toxic Fumes (Ex): The eldritch poisoner can create her arcanotoxin as an inhaled poison. She can throw a vial of arcanotoxin up to 30 feet as a ranged touch attack, affecting all creatures in a 10-foot-by-10-foot square. The arcanotoxin’s save DC is reduced by 4, its duration is halved, and a successful save immediately ends the inhaled arcanotoxin’s effect. The eldritch poisoner must be at least 6th level to select this discovery.
Careful Injection (Ex): At 4th level, an eldritch poisoner can forgo some of her sneak attack damage in order to increase the save DC of a poison or arcanotoxin on the weapon used to make the sneak attack. The poison’s DC increases by 1 for every 1d6 points of sneak attack damage forgone. This ability replaces the discovery gained at 4th level.
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果园原翻译链接已失效,该变体由晓慕思姬翻译。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 命理学者(Energist)
出自 位面冒险(Planar Adventures) 13页
大多数炼金术士使用物质材料和化学试剂来进行自己的实验,而命理学者使用的材料却是生命和死亡的象征:正能量与负能量。与其他炼金术士相比,命理学者更倾向于遵循自己的理念,她们在各个位面之间旅行,与乔帝怪、锡兑怪或是不死生物讨论对于生死的理解。命理学者经常出现在那些生命与死亡交织盘结的超自然之地上,例如盖布或是乌斯塔拉夫的维利奇。
命理学者是一个不同以往的变体,所有命理学者都将踏上正能量或是负能量的道路之一。不管她们选择了哪条道路,命理学者改变炼金术士基本职业能力的机制都是一样的。这两条道路的理论与思想截然不同,就如同正能量与负能量交织时所产生的剧烈反应一样,站在对立面的能量思想理论所产生的碰撞也十分剧烈。虽然大多数正能量之道的命理学者都是善良阵营,而投身负能量之道的命理学者大多邪恶,但命理学者并没有强行限制她们的阵营倾向或伦理观念。正能量可以被用于作恶,而负能量也可以拯救他人。但即便如此,如果她们选择的能量与另一位阵营倾向与伦理观念与能量相吻合的命理学者能量相反,那些命理学着仍会发觉她们与自己的不同。
对命理学者来说,对那些相反能量的好奇心和思想理论性质的冲突是她们心中永远的一根刺,一个因为她们选择一条道路而抛弃了另一条没能被踏足道路的提醒。
能量聚焦(Energy Focus):命理学者会踏入正能量之道或是负能量之道。这个选择一旦确认便不能更换。如果命理学者选择负能量之道,她会将造成轻伤系列法术加入化合炼成列表中,并将重伤术 (Harm)加入6环化合炼成列表。同时从化合炼成列表中删除治疗轻伤系列法术和医疗术 (heal)。
投身入道调整了化合炼成列表。
能量炸弹(Energist Bombs,Su):命理学者的炸弹会根据她选择的道路造成对应的伤害。如果她选择正能量,那么炸弹会伤害不死生物,造成正常炼金炸弹伤害的正能量伤害。如果她选择负能量,她的炸弹会伤害活物,造成1d4加1级后每两个职业等级额外1d4点负能量伤害。她不能将带有(*)的科研发现应用到她的炸弹上。
10级起,被正能量炸弹命中的不死生物需要通过一个意志检定或逃跑一轮,如同受到驱散死灵(Turn Undead)专长影响。被负能量炸弹伤害的活物需要通过一个强韧检定或恶心一轮。命理学者的炸弹不会治疗通常被该能量所治疗生物。
能量炸弹调整了炼金炸弹并替换了毒素免疫。
治疗安瓿(Healing Ampoule,Su):2级起,命理学者可以以一个标准动作消耗两次炸弹次数制作并投掷一个与炸弹伤害类型相同的治疗安瓿,这个安瓿的最大投掷距离为30尺,正能量安瓿会为直接命中的活物治疗1d4加2级后每两个职业1d4生命值,负能量安瓿会对不死生物治疗等量的生命值。无论是哪种情况,命理学者都可以为治疗安瓿增加等同于自己智力调整值的治疗,就好像它是一种受益于随手投掷能力的溅射武器一样。治疗安瓿不会造成溅射效果,除非它没有击中目标;如果未命中,请使用溅射武器规则来确定它的落点。治疗安瓿不会伤害通常被该能量所伤害的生物。
治疗安瓿调整了随手投掷并替换了2级科研发现和迅捷上毒。
能量抗性(Energist Resistance,Su):2级起,命理学者获得等同于职业等级的正能量或负能量抗力,以哪一种会在自然情况下伤害她为准。当她处于正能量主导特性位面时(例如正能量位面),她可以使用这些抗线来抵消该位面的快速治疗效果。
能量抗性替换了毒性抗力+2、+4和+6。
Energist
Source Planar Adventures pg. 13
While most alchemists experiment mainly with chemicals and physical materials to create disparate effects, energists tap into the energy of life or death: positive energy or negative energy. Energists are more likely than most alchemists to follow strange traditions and to travel the planes, discussing theories with jyoti, sceaduinars, and undead alike. Energists are often found in lands with unusual variations between life and death, such as Geb, or Virlych in Ustalav.
The energist is an unusual archetype in that all who choose this specialized path must select one of two types of energy to focus on—positive energy or negative energy. The mechanics of how this archetype alters the basic alchemist class abilities function the same regardless of this choice, but these two schools of thought are diametrically opposed in every way. Just as positive energy and negative energy react violently when mixing together, energists of opposing themes traditionally interact violently. Although most who choose positive energy tend to be of good alignment and those who focus on negative energy gravitate toward evil, there is no underlying ethical or moral restriction for an energist to adhere to. Positive energy can be used for evil purposes, and negative energy to pursue good goals. But even then, energists whose alignments and philosophies otherwise would seem to match find themselves at odds if their chosen energies oppose the other.
To energists, the curious and frustrating nature of their oppositional energy is a constant thorn in the side of their intellects— an ever-present reminder that by choosing to specialize in one, they have forsaken potential discoveries in the other.
Energy Focus: An energist chooses whether to pursue the path of positive energy or the path of negative energy. Once selected, this choice can’t be changed. If he chooses negative energy, he adds harm as a 6th-level formula and the inflict spells to his alchemist formulae list and removes heal and the cure spells.
This alters extracts.
Energist Bombs (Su): An energist’s bombs deal damage based on the energy he chose at 1st level. If he chose positive energy, his bombs damage undead creatures, dealing an amount of positive energy damage equal to his normal bomb damage. If he chose negative energy, his bombs damage the living, dealing 1d4 points of negative energy damage plus 1d4 additional points at every odd-numbered alchemist level beyond 1st (instead of 1d6). He can’t apply discoveries with an asterisk (*) to his bombs. When an energist reaches 10th level, undead damaged by his positive energy bombs must succeed at a Will save or flee for 1 round as if affected by the Turn Undead feat, while living creatures damaged by an energist’s negative energy bombs must succeed at a Fortitude save or be sickened for 1 round. An energist’s bombs don’t heal creatures normally healed by the energist’s chosen energy type.
This alters bombs and replaces poison immunity.
Healing Ampoule (Su): At 2nd level, as a standard action, an energist can create and throw a healing ampoule of the same energy type as his bombs up to 30 feet, using two of his daily uses of bombs. A living creature subject to a direct hit by a healing ampoule of positive energy regains 1d4 hit points plus an additional 1d4 hit points for every even-numbered alchemist level an energist has beyond 2nd, while a direct hit by a negative energy healing ampoule instead restores an equivalent number of hit points to an undead target. In either case, the energist adds his Intelligence modifier to the number of hit points healed, as if the ampoule were a splash weapon benefiting from his throw anything ability. A healing ampoule has no splash effect on adjacent targets unless it misses the target; if it misses, determine where it lands as if it were a splash weapon. Healing ampoules don’t damage creatures normally damaged by the energist’s chosen energy type.
This alters throw anything and replaces the discovery gained at 2nd level and swift poisoning.
Energist Resistance (Su): At 2nd level, an energist gains energy resistance equal to his alchemist level to positive or negative energy, whichever would naturally harm him. When on a positive-dominant plane such as the Positive Energy Plane, he can apply this resistance to offset the plane’s fast healing. This replaces poison resistance.
译注:能量抗性(Energist Resistance)原文为替换毒性抗力,但能量炸弹(Energist Bombs)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整
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感谢 星云迷蒙 翻译了原始版的能量科研员变体 (https://www.goddessfantasy.net/bbs/?topic=94247.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 能量科研员(Energy Scientist)
出自 元素大师手册(Elemental Master's Handbook) 30页
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,以此让她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:能量科研员将游泳和知识(位面)添加到本职技能列表中。
这调整了能量科研员的本职技能列表。
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,她必须选择一种元素调和进其中:气(电击),土(强酸),火(火焰)或是水(寒冷)。能量科研员的炸弹会造成与她选择元素相对应的能量伤害直到她重新获得炼金炸弹的每日可用次数为止,那时她可以选择一种新的元素进行调和。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外加1级后每两个炼金术士等级额外1d4伤害。
1如果能量科研员没有调和火元素,这个能力会使狱火炸弹(Inferno bomb)和高爆炸弹(Explosive bomb)科研发现把炸弹伤害改变为火焰。
能量炸弹调整了炼金炸弹,并替换了制造药水。
化合炼成削减(Limited Extracts,Ex):能量科研员在每个环位可准备的化合炼成减少一个,如果该环位可准备化合炼成数量减少到0,她必须通过智力调整奖励的环位来准备该环位的化合炼成。能量科研员不能准备一个带有与调和元素不同元素或能量描述符的化合炼成。
这个能力调整了炼金术。
调和抗力(Attuned Resistance,EX):2级起,能量科研员会在对抗符合她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,这个效果在5级提升至+3,在8级提升至+4。10级起,能量科研员会获得其选择元素相关位面的位面适应 (Planar Adaptation)效果。
调和抗力替换了全等级的毒性抗力。
元素残渣(Salvage Energy ,EX):2级起,一个能量科研员可以从一个被杀死的元素生物体内收集能量作为临时炼金武器。当研究一个死亡时间不超过每能量科研员等级1分钟的元素生物残骸时,能量科研员可以用一个标准动作进行一个工艺(炼金)检定(DC=20+元素生物的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(气和闪电元素),死地尘(土和泥元素),冻结剂(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,通过该能力制作的这些物品豁免DC+2。
炽火胶(Alchemist's Fire)
炽火胶是由数类不稳定液体所组成的,它们一旦暴露于空气就会猛烈的燃烧。你可以将一瓶炽火胶投掷出去作为溅射武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。直接命中会造成1d6点的火伤害。在5尺之内的生物都会由于火焰的飞溅而受到1点火伤害。在你直接命中目标随后的一个回合,目标将受到额外的1d6点伤害。如果目标自愿,他还可以使用一个整轮动作试图扑灭身上的火焰来避免受到该额外的伤害,这需要通过一个DC15的反射检定,在地上打滚可以获得+2的检定加值。跳进湖里或者使用魔法来灭火将自动使得火焰熄灭。
瓶装闪电(Bottled Lighting)
在这个小玻璃瓶中,一根金属丝正冒着辟里啪啦的电火花。你可以用一个标准动作打开瓶子,向一个20英尺内的敌人释放一小道闪电。这是一个造成1D8闪电伤害的远程接触攻击。任何在你与目标效果线之中的生物(包括目标)将会因为闪电产生的爆鸣声而受到1点音波伤害(通过DC15的反射检定则无效)。
死地尘(deadground dust)
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(多份死地尘的效果不会叠加),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。
冻结剂(Liquid Ice)
冻结剂也被称为“炼金术士之冰”,这种密封瓶中装满了一种如同水晶一般的蓝色液体,在打开瓶子的一瞬间,冻结剂便会发出呲呲的声音并开始缓慢蒸发。打开瓶口后,在冻结剂完全蒸发之前的1D6轮之内,你可以用其冻结液体,或者给物品镀上一层薄冰。你也可以将冻结剂做为一种溅射武器投掷。直接命中会对目标生物造成1D6的寒冷伤害,并对目标生物5尺范围内的生物造成1点寒冷的溅射伤害。
元素残渣替换了用毒和迅捷上毒。
Energy Scientist
Source Elemental Master's Handbook pg. 30
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 bomb and inferno bomb 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 adaptation 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 lightning (from air and lightning elementals), deadground dust (from earth and mud elementals), or liquid ice (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.
译注1:不太确定是设计师写错了还是我理解有问题,鉴于狱火炸弹(Inferno bomb)和高爆炸弹(Explosive bomb)本就是火焰伤害,可能是想表达使用这两个科研发现后调和元素变为火?
如果是写错了的话可能原来想表达会将狱火炸弹(Inferno bomb)和高爆炸弹(Explosive bomb)的伤害替换为调和属性的伤害。
二者都存疑,有相关资料的话可以给我看看......
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感谢 丞相 翻译了原始版的身酿酵师变体 (http://45.79.87.129/bbs/index.php?topic=99078.msg915740#msg915740)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 身酿酵师(Aerochemist)
出自 药剂与毒药(Potions and Poisons) 8页
身酿酵师不仅仅是单纯的私酿酒师,她们专注于吸收的物质,利用最终在身体上体现的效果来学习,并将这些知识吸收到自己的技能之中。将自己视为活生生的实验,坦然接受她们工作中的风险与好处。
药物耐受性(Substance Tolerance,Ex):2级起,当身酿酵师使用了一份毒品(Drugs),她在对抗成瘾(Addiction)的豁免检定上获得+2加值,对抗成瘾的豁免加值在8级提升至+3,在10时提升至+4。
当她消费了一份酊剂(Tinctures),她获得其好处,但是所有罚值减少1点。(如果这种酊剂的负面效果是施加一种状态或者另一种没有数值的惩罚,比如星光果汁(starlight juice, )该职业能力在2级时不生效)。10级起,身酿酵师在喝下酊剂时不会承受罚值,包括状态或者其他非数值型负面效果(举个例子,星光果汁不再造成目眩)。
此外,在喝到每再喝1杯就恶心1小时的最大限度前,身酿酵师可以喝下等于1+体质调整值三倍的酒精饮料。(正常角色可以饮用等同于 【1+体质调整值两倍】 的酒精饮料。),10级起,在喝到恶心前,她可以喝下1+体质调整值四倍的酒精饮料。
药物耐受性替换了毒性抗力和10级科研发现。
挥发性炸弹(Volatile Bombs,Ex):2级起,受到药品影响的身酿酵师会使其炸弹更加有效,但它们也因此变得更加不稳定更难以瞄准。只要身酿酵师在一份毒品或者酊剂的效果下或者她在过去10分钟内曾喝下一份酒精饮料,她的炸弹就会获得每个伤害骰1点的额外伤害。在这个能力生效的同时,她在炸弹的攻击骰上承受-2罚值。在7级和之后每6级,这个罚值额外增加1点(最高在19级时达到-5)。
挥发性炸弹替换了用毒。
批量陈酿(Batch Brew,Ex):6级起,身酿酵师学会了如何大批量制造酊剂。当她使用工艺(炼金术)制造一份酊剂时,她可以同时额外制造等于其智力调整值的酊剂。她需要为每一份酊剂都花费资源,但是她可以只尝试一个工艺检定,而将结果运用在所有被制造的酊剂上。
批量陈酿替换了迅捷上毒。
Fermenter
Source Potions and Poisons pg. 8
Little more than moonshiners to some, fermenters focus their efforts on imbibing substances, learning from the resulting effects on their bodies, and infusing this knowledge into their skill sets. Fermenters consider themselves living experiments and accept the risks and benefits inherent in their work.
Substance Tolerance (Ex): At 2nd level, whenever a fermenter consumes a drug, she gains a +2 bonus on her saving throw to resist becoming addicted. Whenever she consumes a tincture, she gains its usual benefits, but all penalties imposed are reduced by 1. (If the tincture’s penalties instead impose a condition or another penalty that is not numerical, such as the penalties imposed by starlight juice, this ability has no effect at 2nd level.) Additionally, the fermenter can consume a number of alcoholic beverages equal to one plus three times her Constitution modifier before becoming sickened for 1 hour per drink above this maximum. (Normal rules for drunkenness can be found here) The bonus on saving throws to resist addiction increases to +3 at 8th level and to +4 at 10th level. At 10th level, the fermenter suffers no penalties at all from drinking tinctures, including conditions and other nonnumerical penalties (starlight juice would not make her dazzled, for example). Additionally, at 10th level she can consume a number of alcoholic beverages equal to one plus four times her Constitution modifier before becoming sickened.
This replaces poison resistance and the discovery gained at 10th level.
Volatile Bombs (Ex): At 2nd level, a fermenter under the influence can make her bombs more potent, but they also become unstable and more difficult to aim. As long as the fermenter is under the effects of a drug or tincture, or has imbibed an alcoholic drink in the past 10 minutes, her bombs deal 1 additional point of damage per damage die. While this ability is in effect, she also takes a –2 penalty on attack rolls made with her bombs. At 7th level and every 6 levels thereafter, this penalty increases by 1 (to a maximum penalty of –5 at 19th level).
This replaces poison use.
Batch Brew (Ex): At 6th level, a fermenter learns how to brew tinctures in larger batches. Whenever she creates a tincture using Craft (alchemy), she can simultaneously create a number of additional tinctures equal to her Intelligence modifier. She expends resources for each tincture separately, but she attempts a single Craft check and applies the result to each tincture being brewed.
This replaces swift poisoning.
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感谢 四月 翻译了原始版的炸弹人变体 (http://45.79.87.129/bbs/index.php?topic=50815.msg464557#msg464557)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 燃爆魔( Fire Bomber)
出自 进阶种族手册(Advanced Race Guide)117页
燃爆魔特别擅长用炸弹来灼烧他人或是炸毁什么东西,但是在制造其它类型的炸弹或药剂上却略逊一筹。
特殊:燃爆魔仅限地精使用。
武器与护甲擅长:燃爆狂魔将火把视为简易武器。
这调整了燃爆魔的武器与护甲擅长。
火焰轰炸(Fire Bombardier,Su或Ex):1级起,当燃爆魔投掷造成火焰伤害的炸弹时,所有在溅射范围内的生物都会受到炸弹伤害每骰1点的额外火焰伤害。燃爆魔的随手投掷只能在造成火焰伤害的炸弹或炼金物质的伤害中添加智力调整值。
火焰轰炸在其他方面如同并调整了炼金炸弹和随手投掷。
奖励专长(Bonus Feats):燃爆狂魔可以选择烧!烧!烧!(Burn! Burn! Burn!)、驯火者(Fire Tamer)、燃烧之心(Flame Heart)作为奖励专长来代替一个科研发现。
燃焰鸡尾酒(Fiery Cocktail,Su):4级起,当燃爆狂魔使用一项造成非火焰伤害的科研发现时,她可以让炸弹多造成1d6伤害,然后平摊炸弹的的伤害类型,造成一半初始类型的伤害和一半火焰伤害;若最后存在奇数个伤害骰,多出来的一个伤害骰造成原本类型的伤害。举例来说,一名8级的燃爆狂魔可以掷出一枚震荡炸弹并造成2d6火焰伤害加上3d6音波伤害。炸弹的额外效果依旧生效,但是此类混合炸弹的豁免DC减少2点。
燃焰鸡尾酒替换了4级科研发现。
火焰身躯(Fire Body,Su):8级时,燃爆魔将元素形态Ⅰ(Elemental Body I)作为三环公式加入到她的公式列表中,通过姿似火准备的元素形态公式只能用于变为火元素。
火焰身躯替换了毒性抗力+6。
精通火焰身躯(Improved Fire,Su):10级时,燃爆魔将元素形态Ⅱ(Elemental Body Ⅱ)作为四环公式加入到她的公式列表中,通过精通火焰身躯准备的元素形态公式只能用于变为火元素。
精通火焰身躯替换了毒素免疫。
高等火焰身躯(Greater Fire Body,Su):14级时,燃爆魔将元素形态Ⅳ(Elemental Body Ⅱ)作为五环公式加入到她的公式列表中,通过高等火焰身躯准备的元素形态公式只能用于变为火元素。
高等火焰身躯替换了长效突变药剂。
科研发现:以下科研发现可以完善燃爆魔的能力:火焰烙印(Fire Brand),火箭炸弹(Rocket Bomb),高爆炸弹(Explosive bomb),急速炸弹(Fast bombs),狱火炸弹(Inferno bomb),精确炸弹(Precise bombs),炸裂喷吐(Breath Weapon Bomb),爆裂飞弹(xplosive missile),焚化炸弹(Immolation Bomb),瓶装泥怪(Bottled Ooze),困惑炸弹(Confusion Bomb),炸弹轰炸(Strafe Bomb)。
Fire Bomber
Source Advanced Race Guide pg. 117
Fire bombers are exceptionally good at using bombs to burn creatures and blow things up, but are not quite as good at creating other types of bombs or extracts. A fire bomber has the following class features.
Weapon and Armor Proficiency: A fire bomber treats torches as a simple weapon.
Fire Bombardier (Su or Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist’s bomb and throw anything abilities. This ability alters bomb and throw anything.
Bonus Feats: A fire bomber can select the Burn! Burn! Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.
Fiery Cocktail (Su): At 4th level, whenever a fire bomber uses a discovery that deals damage other than fire damage, he can split the damage dice evenly between the bomb’s primary damage type and 1d6 points of fire damage; when there is an odd number of damage dice, the odd die of damage comes from the primary damage type. For example, an 8th-level fire bomber could throw a concussive bomb that deals 2d6 points of fire damage and 3d4 points of sonic damage. Additional effects from the bomb still apply, but the save DC for admixture bombs is reduced by 2. This replaces the alchemist’s 4th-level discovery.
Fire Body (Ex): At 8th level, a fire bomber adds elemental body I to his extract list as a 3rd-level extract. Elemental body extracts prepared using fire body are limited to fire elementals only. This ability replaces poison resistance +6.
Improved Fire Body (Ex): At 10th level, fire bombers add elemental body IIto their spell list as a 4th-level extract. Elemental body extracts prepared using improved fire body are limited to fire elementals only. This ability replaces poison immunity.
Greater Fire Body (Ex): At 14th level, fire bombers add elemental body IV to their spell list as a 5th-level extract. Elemental body extracts prepared using greater fire body are limited to fire elementals only. This ability replaces persistent mutagen.
Discoveries: The following discoveries complement the fire bomber archetype: fire brand, rocket bomb ; explosive bombs, fast bombs, inferno bomb, precise bombs breath weapon bomb, explosive missile, immolation bomb ; bottled ooze, confusion bomb, strafe bomb .
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感谢 Πληΐαδες 翻译了原始版的第一世界革新者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=94725.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 第一世界革新者(First World Innovator)
出自第一世界遗产 (Legacy of the First World) 6页
第一世界的能量渐渐渗入了物质位面,向着凡世的试剂中注入不可预测的力量。那些可以掌握这种非凡物质(我们称它原初试剂)的人,行走在天才和灾难之间那微妙的分界线之上。
原初试剂(Primal Reagents, Su):在恢复了她的每日炼成之后,第一世界革新者可以花费10分钟在她周围的环境中巡视,以此来收集等同于她1/2第一世界革新者等级+她智力调整值数量的原初试剂。原初试剂能够在她重新回复每日炼成之前一直保持效力。以使用化合炼成,服用药剂,投掷炸弹或者喝下突变药剂动作的一部分,第一世界革新者可是消耗一剂量的原初试剂来获得下列额外的效果。
炸弹:使用一剂量原初试剂可以改变炸弹的伤害类型或者其造成的伤害。当你要改变炸弹的伤害类型时,炸弹会造成酸,寒冷,电或者火焰伤害(随机决定)而不是一般的伤害。当你改变炸弹的伤害时,炸弹的伤害骰会提升1级(比如1d6会提升到1d8),但是每个投出的伤害骰都会降低1点伤害。
化合炼成或药水:消耗一剂原初试剂可以提升化合炼成或者药水的施法者等级1级。
突变药剂:消耗一剂原初试剂让第一世界革新者随机获得下列效果(投1d4骰):
1.突变药剂的效果减半;
2.吸收突变药剂,可以恢复一个属性1d4点属性伤害(如果有),或者恢复2d8+第一世界革新者等级的生命值;
3.突变药剂将会让第一世界革新者获得一个下列由她选择的科研发现效果:阴魂不散(Lingering Spirit),保存器官(Preserve Organs),自体再生(Spontaneous Healing);
4.或者突变药剂会赋予第一世界革新者下列由她选择科研发现的效果:野性突变(Feral mutagen),触手(Tentacle),畸变之臂(Vestigial Arm),或者翅膀(Wings)。她不能在自己没有满足先决条件时选取一个科研发现。
6级起,第一世界革新者可以消耗多剂原初试剂来获得额外效果。当她投掷炸弹时,她可以消耗2剂来改变炸弹的伤害类型和造成的伤害。当服下了灵药或者药水时,她可以消耗剂量等同于化合炼成或者药水法术环位的额外原初试剂来提升施法者等级2级而不是1级。当她使用突变药剂时时,她可以消耗2剂来投两次来决定额外的效果,两次的结果都会应用在突变药剂上面。
10级起,当第一世界革新者使用原初试剂改变炸弹的伤害类型时,炸弹可以造成酸,寒冷,电,力场或者音波伤害(随机决定)而不是普通的伤害。除此之外,当第一世界革新者使用原初试剂在突变药剂中获得额外效果,她可以投一个1d6来获得额外效果,将下列选项加入随机列表中:突变药剂将赋予免疫毒素和麻痹;或者第一世界革新者选择一项突变药剂本身的数值加成(比如天生护甲加值)提升1d3点。
原初试剂替换了制造药水,用毒,迅捷上毒,以及毒素免疫。
有限炸弹(Limited Bombs,Su):第一世界革新者每天可使用的炸弹次数为1/2职业等级+智力调整值。
有限炸弹调整了炼金炸弹。
精炼试剂(Refined Reagents,Su):2级起,当第一世界革新者消耗一剂原初试剂来让突变药剂或者炼金炸弹获得额外的效果时,她可以消耗1剂额外的试剂忽略这次效果然后重投一次;她必须接受第二次的结果。
精炼试剂替换了毒性抗力+2、+4和+6。
First World Innovator
Source Legacy of the First World pg. 6
The First World’s energies slowly leak into the Material Plane, haphazardly infusing mundane reagents with unpredictable power. Those who can harness these unusual substances—called primal reagents—walk a fine line between genius and catastrophe.
Primal Reagents (Su): By spending 10 minutes patrolling his surroundings after recovering his daily extract slots, a First World innovator can gather a number of doses of primal reagents equal to half his alchemist level + his Intelligence modifier. Primal reagents retain their potency until the next time the First World innovator regains his extract slots. As part of the same action used to consume an extract, imbibe a potion, throw a bomb, or drink his mutagen, the First World innovator can expend 1 dose of primal reagents for additional effects as described below.
Bomb: Expending 1 dose can change either the bomb’s damage type or its damage dealt. When changing the damage type, the bomb deals acid, cold, electricity, or fire damage (determine the type randomly) instead of its normal damage. When changing the bomb’s damage dealt, the bomb’s die size increases by one step (for example, increasing 1d6 to 1d8), but it deals 1 less point of damage per die rolled.
Extract or Potion: Expending 1 dose increases the caster level of the extract or potion by 1.
Mutagen: Expending 1 dose grants the First World innovator an additional effect for the duration of the mutagen, determined at random (by rolling 1d4): halve all benefits provided by the mutagen; imbibing the mutagen immediately either heals 1d4 points of ability damage to one ability score (if applicable) or restores a number of hit points equal to 2d8 plus the First World innovator’s alchemist level; the mutagen grants the First World innovator his choice of the benefits of the lingering spirit, preserve organs, or spontaneous healing alchemist discoveries; or the mutagen grants the First World innovator his choice of the benefits of the feral mutagen, tentacle, vestigial arm, or wings alchemist discoveries. He cannot select a discovery if he does not meet its prerequisites.
At 6th level, the alchemist can expend multiple doses of primal reagents to apply multiple effects. When throwing a bomb, he can expend 2 doses to change both the bomb’s damage type and damage dealt. When imbibing an elixir or potion, he can expend an additional number of doses equal to the extract’s or potion’s spell level to increase its caster level by 2 instead of 1. When imbibing a mutagen, he can expend 2 doses to roll twice for additional effects, applying both results.
At 10th level, whenever the First World innovator or would use a dose of primal reagents to alter the damage type of a bomb, the bomb deals acid, cold, electricity, fire, force, or sonic damage (determine the type randomly) instead of its normal damage. Additionally, whenever the First World innovator would use a dose to gain an additional effect for a mutagen, he may roll 1d6 for the effect, adding to the list of options above: the mutagen grants immunity to poison and paralysis; or one numeric benefit of the mutagen (such as the natural armor bonus) selected by the First World innovator increases by 1d3.
This ability replaces the Brew Potion, poison use, swift poisoning, and poison immunity class features.
Limited Bombs (Su): A First World innovator can use a number of bombs per day equal to half his class level + his Intelligence modifier (minimum 1) per day.
This ability alters the bombs class feature.
Refined Reagents (Su): At 2nd level, whenever the First World innovator expends a dose of primal reagents to roll a die to apply a randomized outcome to his bombs or mutagen, he can expend 1 additional dose to ignore the result and roll again; he must take the second result.
This ability replaces poison resistance.
译注:精炼试剂(Refined Reagents)原文为替换毒性抗力,但原初试剂(Primal Reagents)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整
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感谢 德拉卡 翻译了原始版的幽影化学家变体 (https://www.goddessfantasy.net/bbs/?topic=98279.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 幽影化学家(Gloom Chymist)
出自阴影血脉 (Blood of Shadows) 18页
奈多炼金术的突破导致了幽影的诞生,一种来自阴影位面的黑暗魔法力场,借由运用奇特的材料可以将其暂时活化。这种混合物效果卓越,乃至于其功用迅速地传播到了内海地区的其余地方。
PFS修正:幽影化学家获得技能专攻(炼金或知识位面)代替额外炼金炸弹作为奖励专长。
幽影(Gloom,Su):幽影化学家擅长混合这些充满了阴影能量被称为幽影的东西。幽影与炼金炸弹相同,只不过它造成1d6点寒冷伤害+幽影化学家智力调整值的额外伤害。1级之后的每2级,幽影的伤害增加1d6。对于专长和科研发现而言,幽影不视为炸弹。
幽影替换了炼金炸弹。
暗夜幽影(Umbral Gloom,Su):2级起,当幽影化学家制造幽影时,除了本身的效果外,她还可以让幽影溅射范围内的光照等级上升或下降一级。这个效果的持续轮数等同于她的智力调整值。8级起,她可以消耗两次幽影的使用次数,来让光照等级如同昼明术(Daylight)或深幽黑暗术 (Deeper Darkness)般上升或下降,使用她的幽影化学家等级作为施法者等级。
暗夜幽影替换了全等级的毒性抗力,用毒,迅捷上毒。
Gloom Chymist
Source Blood of Shadows pg. 18
A breakthrough in Nidalese alchemy led to the creation of glooms, magical fields of darkness from the Shadow Plane that can be momentarily animated with the use of strange compounds. These mixtures are quite efficacious, leading to the spread of their use throughout the rest of the Inner Sea region.
Gloom (Su): A gloom chymist is skilled at mixing potent concoctions known as glooms, which are infused with shadow energy. A gloom is identical to a bomb except that it deals 1d6 points of cold damage + additional damage equal to the gloom chymist’s Intelligence modifier. This damage increases by 1d6 for every 2 alchemist levels beyond 1st the gloom chymist has. A gloom does not qualify as a bomb for the purposes of feats or discoveries.
This ability replaces bomb.
Umbral Gloom (Su): At 2nd level, whenever a gloom chymist makes a gloom, he can have it increase or decrease the light level by one step within its splash radius, in addition to its other effects. This change lasts for a number of rounds equal to the gloom chymist’s Intelligence modifier. At 8th level, the gloom chymist expend two uses of his daily glooms to increase or decrease light levels as per daylight or deeper darkness, respectively, using his alchemist level as the caster level.
This ability replaces poison resistance, poison use, and swift poisoning.
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感谢 PATIBAUL 翻译了原始版的掷弹兵变体 (http://www.goddessfantasy.net/bbs/index.php?topic=50281.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 掷弹兵(Grenadier)
出自 探索者协会战地指南(Pathfinder Society Field Guide) 30页
掷弹兵训练了一身即便不使用突变药剂也可以发挥自身战斗才华的本领。她们学习如何将炼金魔法与武器相结合,牺牲用毒的技巧以此来学习如何将武器与炸弹或炼金物品相结合。她们在学习快速制造炸弹和炼金物品的的技巧时也带来了一个副产物:比起其他炼金师她们更加擅长安全且快速的使用药水和突变药剂。
军用武器熟练(Martial Weapon Proficiency):1级起,掷弹兵熟练一种她选择的军用武器。
军用武器熟练替换了制造药水。
炼金武器(Alchemical Weapon,Su):2级起,掷弹兵可以通过一个移动动作,在武器或弹药上附着一份有害的炼金液体或粉尘,如炽火胶或喷嚏粉。这个行动会消耗炼金物品,但会将其效果转移到武器上。炼金物品对下一个被武器击中的生物产生全部效果,但是溅射、扩散或以其他方式影响其他目标的效果不会生效。这个能力增加的所有伤害骰均视为额外伤害骰,不会被重击翻倍。这个能力不会对附着的武器造成伤害,武器上的效果会在没有使用的1分钟后消失。6级起,使用这个能力变为一个迅捷动作。15级起,使用这个能力变为自由动作。
炼金武器替换了毒素抗力+2、+4和+6。
精确炸弹(Precise bombs,Ex):2级时,掷弹兵获得精确炸弹(Precise bombs)科研发现。
精确炸弹替换了用毒。
定向爆破(Directed Blast,Su):6级起,掷弹兵可以以自己为中心让炸弹以20尺锥形的范围爆炸,掷弹兵必须指定爆炸范围内的一个目标对其进行攻击检定,而其他目标则受到溅射伤害。如果掷弹兵拥有高爆炸弹(Explosive bomb)科研发现并使用了定向爆破,则爆炸范围变为30尺锥形。
定向爆破替换了迅捷上毒。
恍惚爆破(Staggering Blast,Su):10级起,掷弹兵的炸弹在爆炸时会产生巨大的冲击。当掷弹兵的炸弹成功确认重击时,被炸弹击中的目标会恍惚1d4+1轮,通过一个等同于炸弹反射DC的强韧豁免可以将恍惚轮数降至1轮。恍惚爆破的效果与寒霜炸弹(Frost bomb)叠加,但不与恍惚重击(Staggering Critical)专长叠加。恍惚的目标再次受到恍惚爆破的效果时,恍惚的效果将会叠加(而非取高)。
恍惚爆破替换了毒素免疫。
Grenadier
Source Pathfinder Society Field Guide pg. 30
Grenadiers train to exercise their talents in the thick of battle, even when not under the inf luence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. A grenadier has the following class features.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Staggering Blast (Su): At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Ref lex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This ability replaces poison immunity.
译注:炼金武器(Alchemical Weapon)原文为替换毒性抗力,但恍惚爆破(Staggering Blast)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整
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感谢 傻豆 翻译了原始版的掷弹兵变体 (https://www.goddessfantasy.net/bbs/index.php?topic=71867.0)。
本篇由 晓慕思姬 进行更新与除错。
掷弹兵(Grenadier)
出自 怪物志(Monster Codex) 116页
掷弹兵训练了一身即便不使用突变药剂也可以发挥自身战斗才华的本领。她们学习如何将炼金魔法与武器相结合,牺牲用毒的技巧以此来学习如何将武器与炸弹或炼金物品相结合。她们在学习快速制造炸弹和炼金物品的的技巧时也带来了一个副产物:比起其他炼金师她们更加擅长安全且快速的使用药水和突变药剂。
军用武器熟练(Martial Weapon Proficiency):1级起,掷弹兵熟练一种她选择的军用武器。
军用武器熟练替换了制造药水。
炼金武器(Alchemical Weapon,Su):2级起,掷弹兵可以通过一个移动动作,在武器或弹药上附着一份有害的炼金液体或粉尘,如炽火胶或喷嚏粉。这个行动会消耗炼金物品,但会将其效果转移到武器上。炼金物品对下一个被武器击中的生物产生全部效果,但是炼金武器的溅射、扩散、以其他方式影响其他目标或只有溅射武器才会触发的效果不会生效。这个能力增加的所有伤害骰均视为额外伤害骰,不会被重击翻倍。这个能力不会对附着的武器造成伤害,武器上的效果会在没有使用的1分钟后以及在为一件新的武器或弹药附着炼金物品时消失。6级起,使用这个能力变为一个迅捷动作。15级起,使用这个,能力变为自由动作。
炼金武器替换了毒素抗力+2、+4和+6。
精确炸弹(Precise bombs,Ex):2级时,掷弹兵获得精确炸弹(Precise bombs)科研发现。
精确炸弹替换了用毒。
定向爆破(Directed Blast,Su):6级起,掷弹兵可以以自己为中心让炸弹以20尺锥形的范围爆炸,掷弹兵必须指定爆炸范围内的一个目标对其进行攻击检定,而其他目标则受到溅射伤害。如果掷弹兵拥有高爆炸弹(Explosive bomb)科研发现并使用了定向爆破,则爆炸范围变为30尺锥形。
定向爆破替换了迅捷上毒。
恍惚爆破(Staggering Blast,Su):10级起,掷弹兵的炸弹在爆炸时会产生巨大的冲击。当掷弹兵的炸弹成功确认重击时,被炸弹击中的目标会恍惚1d4+1轮,通过一个等同于炸弹反射DC的强韧豁免可以将恍惚轮数降至1轮。恍惚爆破的效果与寒霜炸弹(Frost bomb)叠加,但不与恍惚重击(Staggering Critical)专长叠加。恍惚的目标再次受到恍惚爆破的效果时,恍惚的效果将会叠加(而非取高)。
恍惚爆破替换了毒素免疫。
Grenadier
Source Pathfinder Society Field Guide pg. 30
Grenadiers train to exercise their talents in the thick of battle, even when not under the inf luence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. A grenadier has the following class features.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Staggering Blast (Su): At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Ref lex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This ability replaces poison immunity.
译注:炼金武器(Alchemical Weapon)原文为替换毒性抗力,但恍惚爆破(Staggering Blast)替换的毒素免疫同属毒性抗力子等级能力会使替换出
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感谢 白药君 翻译了原始版的炼金铳士变体 (https://www.goddessfantasy.net/bbs/index.php?topic=96281.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金铳士(Gun Chemist)
出自 废土子民(People of the Wastes) 11页
普通的炼金术士或许对炸药有所涉及,但对于炼金铳士来说,火器的枪管便是她们的坩埚。
武器和防具擅长(Weapon and Armor Proficiency):炼金铳士擅长所有简易武器,火器和轻型护甲。
这调整了炼金铳士的武器和防具擅长。
炼金枪弹(Alchemical Ordnance,Su):炼金铳士精于利用将不稳定化合物及自身魔力灌注于弹药的知识。在装填火器时,炼金铳士能通过一个自由动作灌注弹药。混合后的弹药相当不稳定,若没能在等同于炼金铳士智力调整值的轮数内(至少持续到炼金铳士下一回合结束前)开火射出,则炼金枪弹将失去效用,但炼金铳士仍能如常射击。炼金铳士每天能灌注弹药的次数等同于其职业等级+智力修正,她每轮最多可以射击一发炼金弹药。
炼金枪弹将如常造成武器伤害,外加1d6+炼金铳士智力调整值的火焰伤害。炼金铳士的等级每上升2级,炼金枪弹的伤害额外增加1d6(增加的伤害不能通过重击或要害打击(Vital Strike)专长等方式来加倍)。炼金枪弹的爆炸特性使其对任意体型集群的攻击都会造成等同于火器基础伤害加上炼金枪弹额外伤害的完整伤害。若炼金铳士使用带有霰弹特性的武器进行霰弹射击,则范围内的每一个生物受到的额外火焰伤害等同于炼金枪弹的最小伤害。(例子:若炼金枪弹正常情况下会造成2d6+4点火焰伤害,则其通过霰弹射击造成的火焰伤害只有6点。)
炼金铳士的炼金枪弹只会在她手中的火器中安全生效。除炼金铳士外的任何人尝试发射装填有尚未失效炼金枪弹的火器时,火器的哑火值增加4点。若该火器因这种情况引起的哑火而爆炸时,爆炸会额外造成等同于炼金枪弹的火焰伤害。
炼金枪弹在满足科研发现的先决条件时视作炼金术师的炼金炸弹,但其将忽略任何与炸弹的溅射伤害或复盖范围相关联的效果,除非炼金铳士获得了爆矢弹药科研发现(见下)。被科研发现调整过的霰弹射击能应用这些额外效果,被伤害的生物如同被溅射命中一般,直接命中的效果不会生效。与炼金枪弹相关的豁免DC=10+1/2炼金铳士等级+她的智力调整值。
炼金枪弹替换了炼金炸弹。
枪匠(Gunsmith):炼金铳士获得一支铳士1级时拿到的磨损枪械,以及枪匠(Gunsmithing)专长(包括如同铳士般修复其磨损枪械的能力)。炼金铳士可以用一个标准动作花费1次炼金枪弹的使用次数来移除一件他当前持用火器的破损状况,只要该状况是由于枪械哑火而造成。
枪匠替换了制造药水和随手投掷。
科研发现(Discoveries):炼金铳士可以选用以下专用科研发现,下列带有*标记的科研发现彼此之间无法叠加,其也无法与其他有*标记且调整了炼金炸弹的科研相叠加。而下列每个科研发现都能单独用于某一份炼金枪弹上。
化学稳定(Chemical Stability): 在发射炼金枪弹时,炼金铳士可以将火器哑火值减少1点(最低到0),同时忽略任何因使用炼金定装弹而增加的哑火值。
爆矢弹药*(Exploding Bullet): 炼金铳士的炼金枪弹会如同溅射武器一般对邻接目标产生溅射,并对波及到的目标造成等同于炼金弹药最小伤害的溅射伤害(通过反射减半)。炼金铳士必须至少达到4级才能选择该科研。
快速轰杀(Fast Ordnance):获得该科研的炼金铳士能在全力攻击中发射多枚炼金枪弹。炼金铳士必须至少达到8级才能选择该科研。
定装专家(Cartridge Savant,Ex):2级起,炼金铳士能高效且最大化地利用炼金定装弹,比如说闪光弹(flare cartridges)等。在炼金铳士发射这类可以借由通过豁免检定忽视或削弱其效果的炼金定装弹时,其豁免DC增加1(DC的上限为22)。而该DC的增加值在炼金铳士达到5级及之后的每3级额外增加1(在20级的时候达到最大7点)。当炼金铳士发射其伤害类型替代火器正常伤害的炼金定装弹(比如龙息定装弹,dragon’s breath cartridge)时,她能在伤害上获得等同于其智力调整的加值。
定装专家替换了全等级的毒性抗力。
连续开火(Repeat Fire,Ex)::6级时,炼金铳士获得快速装填(Rapid Reload)作为奖励专长,她必须为该专长选择一种火器。若她已经具备该专长,则作为替代她能获得一个满足先决条件的战斗专长。
连续开火替换了迅捷上毒。
Gun Chemist
Source People of the Wastes pg. 11
Simple alchemists may dabble in explosives, but for the rare gun chemist, a firearm’s barrel is his crucible.
Weapon and Armor Proficiency: Gun chemists are proficient with all simple weapons, firearms, and light armor.
This replaces the gun chemist’s weapon and armor proficiencies.
Alchemical Ordnance (Su): A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).
The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.
Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery. A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.
This replaces bombs.
Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
This replaces Brew Potion and Throw Anything.
Discoveries: A gun chemist selects alchemist discoveries as normal. He can also select from the discoveries below, which are unique to the gun chemist. Discoveries marked with an asterisk (*) do not stack, including with other alchemist discoveries marked by an asterisk that modify bombs. Only one such discovery can be applied to an individual alchemical ordnance.
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Exploding Bullet*: The gun chemist’s alchemical ordnance splashes adjacent targets as though it were a splash weapon, dealing the alchemical ordnance’s minimum additional damage to other creatures caught in the splash (Reflex half). A gun chemist must be at least 4th level before selecting this discovery.
Fast Ordnance: A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack. A gun chemist must be at least 8th level before selecting this discovery.
Cartridge Savant (Ex): At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.
This replaces poison resistance.
Repeat Fire (Ex): At 6th level, a gun chemist gains Rapid Reload as a bonus feat and must select a type of firearm. If he already has this feat, he can instead gain one combat feat for which he qualifies.
This replaces swift poisoning.
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感谢 随缘等团的犬良人 翻译了原始版的植者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=122426.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 草药学者(Herbalist)
出自 极限荒野(Ultimate Wilderness) 22页
藤曼莱西通过研究组成自身的精魄与物质,并以此研发出一种奇妙的草药炼金术。
PFS修正:草药学者仅对藤曼莱西为合法炼金术士变体选项。
草药学(Herbalism, Su):草药学者的研究让他以独特方式制作炼金术发现。她能尝试以专业(草药学)检定取代所有工艺(炼金术)检定,而且在以专业(草药学)检定来进行制作炼金道具、采集和处理草药(详看极限荒野(Ultimate Wilderness)152页)时获得等同其1/2炼金术师等级的表现加值。草药学者在判断所有炼金术师职业能力时使用感知属性取代智力属性。
草药学调整了炼金术和炼金术士的主要属性。
自然魔法(Natural Magic):草药学者对莱西精魄的研究使她获得了其他炼金术士无法获得的自然魔法,每次她通过等级获取新的化合炼成环位时(包括1环),她都可以将德鲁伊法术列表中该环位的法术加入化合炼成列表中;这些法术的目标必须为“自身”或是以一个或多个生物为目标,她必须将这些法术如常加入公式簿中才能准备它们。一如既往,化合炼成影响饮用者如同她为目标,所以攻击性法术对于饮用者而言是讨厌的陷阱。
自然魔法替换了随手投掷。
种子荚(Seedpods, Su):草药学者能产出并投掷种子荚作为远程接触攻击,类似于其他莱西的远程攻击。她每天能创造的种子荚数量等同于草药学者等级+感知调整值,而且能以标准动作以20尺射程增量投掷出去。种子荚造成1d6点钝击伤害,以及3级和之后每2级额外造成1d6伤害(此额外伤害不会在重击或类以于要害打击的效果中翻倍)。种子荚视作武器并且能选择类以于武器专攻等专长,而且草药学者能选择额外炸弹专长以获得天每额外种子荚使用次数。除非目标成功通过强韧检定(DC=10+1/2草药学者等级+感知调整),否则草药学者的种子荚还会获得一个下列额外效果。1级起,她的种子荚如同叶莱西一样能使目标耳聋1轮。2级起,它如同真菌莱西一样能降低目标的视野至10尺,持续1分钟(除非目标消耗整轮动作从他的眼中清理孢子)。5级起,它如同葫芦莱西一样能使目标纠缠2d4轮(除非目标以同样DC成功通过力量检定或脱逃检定提早破开藤蔓)[注:按葫芦莱西说明此为整轮动作]。8级起,它如同捕蝇草莱西的唾沫一样能使目标恶心标1d4轮。10级起,它如同海草莱西的喷水一样能使目标目盲至目标下轮结束为止。
种子荚替换了炼金炸弹,用毒,以及全等级的毒素抗性。
Herbalist
Source Ultimate Wilderness pg. 22
Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.
Herbalism (Su): An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.
This alters alchemy and the alchemist’s key ability score.
Natural Magic: An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.
This replaces Throw Anything.
Seedpods (Su): An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.
This replaces bombs, poison use, poison resistance, and poison immunity.
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感谢 四月 翻译了原始版的创生师变体 (https://www.goddessfantasy.net/bbs/?topic=75641.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 创生师(Homunculist)
出自 魔宠手记(Familiar Folio) 8页
对于炼金术士来说最伟大的终极目标之一是制造生命体的能力。创生师为了让这一梦想成为现实,不断在自己的实验室中培养并改良自己的魔宠。
未修毒物学(Diminished Poisoning):创生师不会获得用毒(Poison Use)、迅捷上毒(Swift Poisoning)、毒性抗力(Poison Resistance)和毒素免疫(poison immunity)职业能力。
人造魔宠(Homunculus Familiar,Ex):创生师会造出一个形态为动物(animal)或虫类(vermin)的活体(living)人造人(homunculus)。它在所有方面都被视为是魔宠,将他的炼金术士等级作为有效法师等级来判断该能力的效果。
人造魔宠替换了突变药剂。
改造实验(Experimentation,Ex):创生师会不断地在他的魔宠身上进行实验,尝试赋予它新的罕见特性或能力。4级起,创生师每四个职业等级便能让他的魔宠获得价值1点进化点数(evolution point)的幻灵进化(eidolon evolutions),他无法选择任何需要特定基础形态的进化。每当创生师提升等级时,他都能够改变魔宠上的进化。这些进化与进化魔宠(Evolved Familiar)专长提供的进化叠加。创生师如果满足进化魔宠专长的先决条件,便可以将进化魔宠专长作为炼金术士科研发现(Discovery)来进行选择。
Homunculist
Source Familiar Folio pg. 8
One of the grand goals of alchemy is the ability to create new life. A homunculist has made this dream a reality, growing and modifying a familiar in his own laboratory.
Diminished Poisoning: A homunculist doesn’t gain the poison use, poison resistance, poison immunity, or swift poisoning class features.
Homunculus Familiar (Ex): The homunculist has created a living homunculus in the shape of an animal or vermin. It functions in all ways as a familiar, treating the homunculist’s alchemist level as his effective wizard level. This ability replaces mutagen.
Experimentation (Ex): A homunculist is constantly experimenting on his familiar to give it new and unusual features and abilities. At 4th level, the homunculist can grant his familiar 1 evolution point worth of eidolon evolutions for every 4 alchemist levels he possesses, though he can’t select any evolutions that require a particular base form. Each time the homunculist gains a level, he can change his familiar’s evolutions. These evolutions stack with those from the Evolved Familiar feat. The homunculist can select the Evolved Familiar feat as an alchemist discovery if he meets its prerequisites.
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感谢 Xu22341380008 翻译了原始版的园艺家变体 (https://www.goddessfantasy.net/bbs/?topic=119728.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 园林学者(Horticulturist)
出自 极限荒野(Ultimate Wilderness) 35页,荒野英雄(Heroes of the Wild) 24页
园林学者将自己的时间花在了培育植物和植物生物上,这让她得以尝试那些奇怪而又奇妙的草药混合物。
种子炼成(Seed Extract):1级时,园林学者将召唤自然盟友Ⅰ-Ⅵ作为1-6环公式加入到自己的化合炼成列表中,并在获得该环位的化合炼成时自动将其加入公式簿(例如在1级时将召唤自然盟友Ⅰ加入到1环公式簿)。这些特殊的化合炼成被用于种植种子,使其成长为生物,从而绕过化合炼成必须以个人或单一目标的限制。使用这些化合炼成需要一轮(与该法术的正常施法时间相同),召唤的生物必须被放置在园林学者的邻接方格中,这些化合炼成可以用来召唤自然盟友列表中对应环级的动物和植物。被召唤的生物的生物类型变为植物而不是其正常的生物类型(获得昏暗视觉并免疫影响心灵、麻痹、毒素、变形、睡眠和震慑效果),但它们的BAB、HD骰、豁免和技能检定不会改变。
种子炼成替换了突变药剂,2级科研发现。园林学者无法选取突变药剂类科研发现。
草药炸弹(Herbal Bombs,Su):园林学者的炸弹相较普通炼金术士缺乏威力,但是可以对其爆炸原理进行调整。园林学者的炸弹造成1d4外加1级后每两个职业等级1d4点伤害(而非正常的1d6)。当她制造炸弹时,可以选择影响所有生物、仅影响植物生物或仅影响非植物生物类型的生物。
草药炸弹调整了炼金炸弹。
植物之声(Plant Voice,Ex,Su):2级起,园林学者研习了更多有关植物的知识,并最终学会了与它们交谈。她在生存和知识(自然)检定上获得+2加值。10级起,她获得了恒定植物交谈 (Speak with Plants)的效果,这是一个超自然能力。
植物之声替换了全等级的毒素抗力,用毒。
植物魔宠(Plant Familiar,Ex):4级起,园林学者种植了一颗超小型或微型的植物,这颗植物呈现出了某种同体型动物的样貌,并充当她的魔宠,这颗植物会为她提供所有魔宠的好处(能力加值,警觉专长等)。植物魔宠有着和相似动物的所有能力(如蝙蝠样貌的植物魔宠可以飞行),但生物类型为植物,以园林学者职业等级作为法师等级获取魔宠能力(尽管有些能力对园林学者可能毫无用处),园林学者的化合炼成和突变药剂被视为法术以用于满足魔宠的共享法术与传递接触法术能力。如果植物魔宠丢失或死亡,园林学者可以在一周后花费每职业等级200gp的价格与8个小时的仪式来获得一只新的植物魔宠。
植物魔宠替换了4级科研发现。
自然之怒(Fury of Nature ,Sp):14级起,园林学者与自然的沟通使她可以将自然的愤怒降临到敌人身上,她每天可以施展下列法术之一作为类法术能力:召唤雷暴(call lightning storm)、召唤鹰群(eagle aerie)或橡树守卫(liveoak)。
自然之怒替换了长效突变药剂。
Horticulturist
Source Ultimate Wilderness pg. 35, Heroes of the Wild pg. 24
A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions.
Seed Extract: At 1st level, a horticulturist adds summon nature’s ally I–VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon nature’s ally I to his formula book at 1st level and adds the next higher-level spell to his formula book each time he gains the ability to use extracts of that level. The horticulturist uses these special extracts to plant a seed that grows into a creature, bypassing the restriction for single target or personal effects. Using these extracts takes 1 round (as the spell’s normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist. The horticulturist can use these extracts to summon only animals and plants on the appropriate summon nature’s ally list. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don’t change.
This replaces the mutagen class feature and the discovery normally gained at 2nd level. A horticulturist can’t choose mutagen discoveries.
Herbal Bombs (Su): A horticulturist’s bombs lack the power of a traditional alchemist’s but can be fine-tuned in ways normal alchemist explosives cannot. The horticulturist’s bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st. When the horticulturist creates a bomb, he can formulate it to affect plants and other creatures normally, affect only plant creatures, or affect only creatures not of the plant type.
This alters the bomb class feature.
Plant Voice (Ex, Su): At 2nd level, a horticulturist gains further knowledge about plants, and he eventually learns to speak with them. He gains a +2 bonus on Knowledge (nature) and Survival checks, and at 10th level, he can speak to plants as a constant speak with plants spell (this ability is supernatural).
This replaces poison resistance, poison use, and poison immunity.
Plant Familiar (Ex): At 4th level, a horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist’s alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist has. The ritual takes 8 hours to complete.
This replaces the discovery gained at 4th level.
Fury of Nature (Sp): At 14th level, a horticulturist’s connection with nature allows him to bring down nature’s fury on his opponents. He can cast one of the following spells, chosen at the time of casting, once per day as a spell-like ability: call lightning storm, eagle aerie, or liveoak.
This replaces persistent mutagen.
译注:种子炼成(Seed Extract)中改变生物类型的地方,应该指的是不会因为生物类型的变更而改变BAB,HD骰、擅长豁免和本职技能的意思。
植物魔宠(Plant Familiar,Ex)可以将突变药剂视作法术满足共享法术与传递接触法术能力,但园林学者并不能获得突变药剂能力。
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感谢 阿贝里昂 翻译了原始版的冰晶化学家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=114225.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 冰晶化学家(Ice Chemist)
出自 极限荒野(Ultimate Wilderness) 35页
在高山或冻土地区隐居的炼金术师致力于将其技艺用于掌控寒冷。
冰晶炸弹(Icy Bombs,Su):冰晶化学家的炼金炸弹造成寒冷伤害而非火焰伤害。取代一项炼金术师的科研发现,她可以学会像常规的炼金术师一样制作造成火焰伤害的炼金炸弹,尽管她无法将用于修改炼金炸弹的科研发现用于她所制作的火焰炸弹上。冰晶化学家的冰晶炸弹依然可以引起中毒或产生如同烟雾一样的浓厚蒸汽,不过她无法学习高爆炸弹(Explosive bomb)和狱火炸弹(Inferno bomb)科研发现。
冰晶炸弹调整了炼金炸弹。
冷凝之汗(Cold Sweat,Su):2级起,冰晶化学家将她对寒冷能量的亲和力灌注到她的个人空间,使她和自己的装备保持凉爽。她获得等同于她炼金术师等级的寒冷抗力,并且可以在低至-50华氏度的环境下舒适的生存。
冷凝之汗替换了全等级的毒素抗力。
寒霜炸弹(Frost Bomb,Su):2级时,冰晶化学家获得寒霜炸弹科研发现。
寒霜炸弹替换了2级科研发现。
Ice Chemist
Source Ultimate Wilderness pg. 35
Reclusive alchemists who dwell in the highest mountains or on the frozen tundra devote their skills to mastering the cold.
Icy Bombs (Su): An ice chemist’s bombs deal cold damage instead of fire damage. In place of an alchemist discovery, she can learn to create bombs that deal fire damage like normal alchemist bombs do, though she can’t apply discoveries that modify bombs to such fire bombs that she creates. An ice alchemist’s icy bombs can still be poisonous or create thick vapors similar to smoke, but she cannot apply the explosive or inferno bomb discoveries to them.
This alters the bomb class feature.
Cold Sweat (Su): At 2nd level, an ice chemist channels her affinity for cold energy into her personal space, keeping herself and her gear cool. She gains cold resistance equal to her alchemist level and can survive comfortably in temperatures as low as –50º Fahrenheit. This replaces poison resistance and poison immunity.
Frost Bomb (Su): At 2nd level, an ice chemist gains the frost bomb discovery. This replaces the discovery that the alchemist normally gains at 2nd level.
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感谢 傻豆 翻译了原始版的启蒙化学家 变体 (https://www.goddessfantasy.net/bbs/?topic=70415.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 灵感化学家(Inspired Chemist)
出自 进化职业手册(Advanced Class Guide) 75页
和心智药师(Mindchemist)类似,灵感化学家使用一种特殊的药剂,这些药剂不会增加她们心智上的能力,而是赋予她们如同调查员一般的灵感。这种灵感为她们提供了避免危险的力量,但同时也对她们的身体带来了损害。
灵感神药(Inspiring Cognatogen):一级时,灵感化学家获得了灵感神药(Inspiring Cognatogen)科研发现(她仍然可以选择突变药剂科研发现)。
灵感神药替换了突变药剂。
奖励专长(Bonus Feats):灵感化学家可以选择技能专攻(解除装置、易容、医疗、任意知识、察言观色、法术辨识或使用魔法装置)来代替一个科研发现。
额外调查员天赋(Bonus Investigator Talents):灵感化学家可以选择两个调查员天赋来代替一个科研发现,但只有她处于灵感神药的影响下时才可以使用这些天赋。
语言(Languages):灵感化学家可以学习三种语言来代替一个科研发现。
科研发现(Discoveries):以下科研发现可以完善灵感化学家的能力:至高灵感神药(grand inspiring cognatogen)、高等灵感神药(greater inspiring cognatoge)和爆破灵感(inspired bomb)。
Inspired Chemist
Source Advanced Class Guide pg. 75
Akin to a mindchemist, inspired chemists use a type of cognatogen that instead of increasing their mental ability scores grants them inspiration like an investigator. This inspiration also grants an inspired chemist amazing powers to avoid danger, but takes a toll on both physical power and health.
Inspiring Cognatogen: At 1st level, an inspired chemist learns how to create an inspiring cognatogen, as the inspiring cognatogen discovery. This ability replaces the mutagen class ability. (This means that an inspired chemist cannot create mutagens unless he selects the mutagen discovery).
Bonus Feats: An inspired chemist can select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, Spellcraft, or Use Magic Device) in place of a discovery.
Bonus Investigator Talents: An inspired chemist can select any two investigator talents in place of a discovery, but can only use these talents while under the effect of an inspiring cognatogen.
Languages: An inspired chemist can learn three languages in place of a discovery.
Discoveries: The following discoveries complement the inspired chemist archetype: grand inspiring cognatogen, greater inspiring cognatogen, and inspired bomb.
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感谢 PATIBAUL 翻译了原始版的体内鍊金师变体 (https://www.goddessfantasy.net/bbs/?topic=40892.25;wap2)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 内修炼金师(Internal Alchemist)
出自 终极魔法(Ultimate Magic) 18页
内修炼金师研读医药、饮食与活体自我净化机能的学识,力求以炼金合剂和控制生体能量达至不朽境地。借由对身体运作模式的高度认识,炼体士发展出非凡的肉体能力。
呼吸之秘(Breath Mastery):1级起,内修炼金师能控制自身的呼吸以及体内生命能量的流动。他不需准备便能够屏息等同他体质值的轮数(在此之后,他必须进行体质检定,否则就有窒息的风险);借由花费整轮动作先行准备,他能够将屏息的时间延长至每点体质值1小时之久。在因为没有进食或饮水而开始承受减值前,炼金术士可以坚持正常人两倍的时间。他也可以用移动动作令自己陷入生命暂停的状态,他接着会失去意识并且看上去已彻底死亡;他会在事先设定好的时间转醒,或是在他进入这种状态时预先设置好作为某种情形的反应而苏醒。
呼吸之秘替换了随手投掷。
奖励专长(Bonus Feats):内修炼金师可以选取以下专长来代替一个科研发现:警觉,额外气池,强韧加强,精通重击(徒手攻击),精通先攻,精通徒手打击,钢铁意志,闪电反射,震慑拳,武器专攻(徒手打击)。
疾病抗力(Disease Resistance):3级起,内修炼金师对疾病的豁免获得等同于毒性抗力的加值。当他获得毒素免疫时,他同时也获得疾病免疫。
疾病抗力替换了迅捷炼金。
直觉闪避(Uncanny Dodge):6级起,内修炼金师能在自身感官正常能令他察知到之前就对危险有所反应。他不会陷入措手不及,若是攻击者不可见也不会使他失去AC上的敏捷加值。不过,若是他无法行动(immobilized)或敌人对他施展虚招(见唬骗),他仍然会失去AC上的敏捷加值。若内修炼金师已从其他职业获得直觉闪避,他自动获得精通直觉闪避(如同游荡者同名职业能力)。
直觉闪避替换了迅捷上毒。
科研发现(Discoveries):以下科研发现可以完善内修炼金师的能力:异变药剂(cognatogen)、生命灵药(elixir of life)、究极异变(grand cognatogen)、高级异变(greater cognatogen)、阴魂不散(Lingering Spirit)、木乃伊化(Mummification)和自体再生(spontaneous healing)。
Internal Alchemist
Source Ultimate Magic pg. 18
An internal alchemist studies medicine, diet, and the living body to purify the self in the hope of gaining immortality by means of alchemical concoctions and controlling vital energy. Internal alchemists develop unusual physical abilities from heightened knowledge of how their bodies work. An internal alchemist has the following class features.
Breath Mastery: At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. This ability replaces Throw Anything.
Bonus Feats: An internal alchemist can select Alertness, Extra Ki, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Iron Will, Lighting Reflexes, Stunning Fist, or Weapon Focus (unarmed strike) in place of an alchemical discovery.
Disease Resistance: At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces swift alchemy.
Uncanny Dodge: Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him. If the internal alchemist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (as a rogue) instead. This ability replaces swift poisoning.
Discoveries: The following discoveries complement the internal alchemist archetype: cognatogen, elixir of life, grand cognatogen, greater cognatogen, lingering spirit, mummification, and spontaneous healing.
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感谢 傻豆 翻译了原始版的审讯官变体 (http://45.79.87.129/bbs/index.php?topic=83843.msg788947#msg788947)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 审讯官(Interrogator)
出自 极限诡道(Ultimate Intrigue) 18页
审讯官善于利用炼金术和传统方式来从那些不愿意开口的人身上获取情报。
PFS修正:审讯官获得技能专攻(威吓或察言观色)代替额外炼金炸弹作为奖励专长。
本职技能(Class Skills):审讯官将威吓和察言观色加入本职技能列表。
这调整了审讯官的本职技能列表。
注射针剂(Injections,Su):1级起,审讯官可以使用她的炼金术知识来制造注射针剂,她每天可以制造的针剂数量为审讯官等级+她的智力调整值。制造这些针剂需要一个小时,在针剂被审讯官使用之前,它们处于惰性。
使用注射针剂是一个需要进行近战接触攻击的标准动作。如果攻击命中,目标的的意志豁免承受-2罚值,持续时间等同于1/2审讯官等级每分钟(最少1分钟)。如果审讯官在这次注射中使用了血清,那么意志豁免的罚值会应用到基于血清的豁免中。
如果近战接触攻击失败,则注射失效,但仍可以再次使用,一旦激活,针剂的效果将持续一天。未进行注射的针剂离开审讯官手中便会失去效力,当它重新回到审讯官手中时便会激活。多次注射的惩罚不会叠加,也不会与催眠师的催眠注视(Hypnotic Stare)或女巫的邪眼(Evil Eye)巫术带来的惩罚叠加。注射针剂是一个影响心灵的毒素效果。
注射针剂替换了炼金炸弹。
血清(Serums,Su):一级起,审讯官通过在注射针剂中添加血清来增强影响他人的能力。她在每日准备注射针剂的同时准备血清,在进行注射针剂的攻击检定之前,她可以以迅捷动作将血清填入针剂。审讯官在一级获得一种血清,她可以通过获得另一种血清来代替一个科研发现。血清的豁免DC等于10+1/2审讯官等级+她的智力调整值。一个生物一次只能受到一种血清的影响,同一生物受到的任何血清效果都会取代旧的血清(记忆修正血清除外)。除非另有说明,否则通过血清豁免的生物会在24小时内免疫该血清的效果。
血清替换了突变药剂,长效突变药剂。审讯官永远无法获得突变药剂类能力,即使是通过科研发现或其他职业能力也是如此。
魅惑:在意志豁免中失败的生物对审讯官的态度变为友善,如同受到魅惑人类(Charm Person)的影响,使用审讯官等级作为施法者等级。8级起,这个能力视为魅惑怪物 (Charm Monster)。
遵从:意志豁免失败的生物受到暗示术(suggestion)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到8级才可以选取这个血清。
困惑:意志豁免失败生物困惑每审讯官等级1轮。审讯官至少达到6级才可以选取这个血清。
迷魂:意志豁免失败的生物迷魂每审讯官等级1轮。
麻痹:意志豁免失败的生物受到人类定身术(hold person)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到8级才可以选取这个血清。
诚实:意志豁免失败的生物会被迫如实回答审讯官的问题。审讯官每两个职业等级可以问一个问题(最少1),答案可能是简短、模糊或重复的,尤其是当被注射的生物对审讯官的态度并不友好时,但它们并不虚假。如果一个生物在一周内受到了诚实血清的影响,无论他豁免成功还是失败,任何新注射的诚实血清都会失效。
记忆修正:意志豁免失败的生物受到篡改记忆 (Modify Memory)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到12级才可以选取这个血清。
Interrogator
Source Ultimate Intrigue pg. 18
An interrogator extracts vital information from reluctant individuals using alchemical and traditional methods.
Class Skills: An interrogator adds Intimidate and Sense Motive to his list of class skills.
This alters the alchemist’s class skills.
Injections (Su): At 1st level, an interrogator uses his skill with alchemy to create injections. Each day, an interrogator can create a number of injections equal to his alchemist level + his Intelligence modifier. It takes 1 hour to create the injections. An injection is inert until the interrogator attempts to use it.
Using an injection is a standard action that requires a melee touch attack. If the attack hits, the target of an injection takes a –2 penalty on its Will saving throws for a number of minutes equal to half the interrogator’s class level (minimum 1). If the interrogator is also using a serum with this injection, the penalty on Will saves applies to any save against the serum.
If the melee touch attack fails, the injection isn’t delivered but can still be used again—once activated, it remains potent for 1 day. An injection that hasn’t been administered becomes inert if it leaves the interrogator’s possession, reactivating as soon as it returns to his possession. The penalties from multiple injections don’t stack, nor do the penalties from injections stack with penalties from a mesmerist’s stare or a witch’s evil eye hex. Injections are mind-affecting poison effects.
This ability replaces bomb.
Serums (Su): At 1st level, an interrogator augments his ability to influence others through supplemental serums. An interrogator prepares his serums at the same time as his injections and he can apply them to any injection as a swift action before he makes the attack roll for the injection. An interrogator knows one serum at 1st level and can learn another serum in place of a discovery. The save DCs of serums are equal to 10 + 1/2 the interrogator’s alchemist level + his Intelligence modifier. A creature can be under the effect of only a single serum at a time—with the exception of memory modification serum—with any further serums on the same creature replacing the old serum. Unless otherwise noted, a creature that succeeds on its saving throw against a serum is immune to that serum’s effects for 24 hours. An interrogator can never gain any sort of mutagen or cognatogen, even from a discovery or another class. This ability replaces mutagen and persistent mutagen.
Charming: The injected creature must succeed at a Will save or treat the interrogator favorably, as if affected by charm person with a caster level equal to the interrogator’s alchemist level. At 8th level, this serum acts as charm monster.
Compliance: On a failed Will save, the subject of this injection is affected by a suggestion with a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 8th level to learn this serum.
Confusion: On a failed Will save, the injected creature is confused for 1 round per alchemist level the interrogator has. An alchemist must be at least 6th level to learn this serum. Hypnosis: The injected creature must succeed at a Will save or become fascinated for 1 round per alchemist level the interrogator has.
Memory Modification: On a failed Will save, the target of this serum is affected by modify memory at a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 12th level to learn this serum.
Paralytic: On a failed Will save, the injected creature is affected by hold person with a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 8th level to learn this serum.
Truth: A creature injected with a truth serum must succeed at a Will save or be compelled to answer the interrogator’s questions truthfully. The interrogator can ask one question per 2 alchemist levels (minimum 1). Answers might be brief, cryptic, or repetitive, especially if the injected creature is unfriendly, but they aren’t false. If a creature has been subjected to a truth serum within the past week, whether it succeeded at or failed its save, any new serum fails.
译注:诚实血清原文为If a creature has been subjected to a truth serum within the past week, whether it succeeded at or failed its save, any new serum fails,不清楚仅对诚实血清生效还是对所有血清生效。
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感谢 白猫 翻译了原始版的疯狂科学家变体 (https://www.goddessfantasy.net/bbs/?topic=88283.0)。
本篇由 晓慕思姬 进行更新与除错。
科学狂人(Aerochemist)
出自 惧怖冒险(Ultimate Intrigue) 45页
科学狂人的同事嘲笑她的见解,嘲弄她的理论,并将她驱逐出了学术界,仅仅是因为他们的软弱所以害怕去理解她的发现。他们以为她已经完蛋了,但他们错了。
疯狂天才(Mad Genius,Su):2级起,科学狂人可以通过对自己造成1d3点的感知伤害(如果使用理智规则,则造成1d6点的理智伤害),创造一份天才化合炼成作为她每日化合炼成的其中一份。 此炼成需要花费的时间和精力与制造同等级的正常化合炼成一样,但并不是选择她所知的公式来制造,天才化合炼成具有不可预测的结果。当炼金术士(或者盟友,如果她有灌注炼成)喝下化合炼成时,它会从高于该化和炼成环级1环的炼金术公式列表中产生一个随机效果。
例如,如果她使用2环化合炼成来创造天才化合炼成,它将产生随机的3环炼金术公式的效果。没有任何办法可以预测天才化合炼成在饮用前会产生什么效果。天才化合炼成的最低施法者等级等于所使用的化合炼成的最低施法者等级,而不是产生效果的施法者等级。 例如,产生出狐之狡黠效果的天才化合炼成的最小施法者等级为1(因为使用1环化合炼成),而不是4(2环化合炼成)。
疯狂天才调整了炼金术并替换了2级科研发现。
疯狂突变剂(Mad Mutagen,Su):4级起,科学狂人可以调制出疯狂突变剂取代正常的突变药剂。如果她这样做,当她调制时她不需要做任何关于突变药剂的选择(包括是否要调制成异变药剂或类突变药剂能力,如果她有适当的科研发现)。
当疯狂科学家喝下她的疯狂突变药剂时,她可临时做出决定,但她也会受到1d4点的感知伤害(如果使用理智规则,则会造成1d8点的理智伤害)。如果任何人,甚至是另一个炼金术士,喝下此疯狂突变药剂,那个人必须通过一次意志豁免(与防止反胃相同的强韧豁免DC),否则会困惑1小时。
疯狂突变剂调整了突变药剂并替换了4级科研发现。
Mad Scientist
Source Horror Adventures pg. 45
The mad scientist’s colleagues laughed at her insights, mocked her theories, and hounded her from the halls of academia, simply because they were too weak and frightened to understand her work. They thought she was finished. They were wrong.
Mad Genius (Su): At 2nd level, a mad scientist can deal 1d3 points of Wisdom damage to herself (or 1d6 points of sanity damage if employing the sanity rules found on page 12) to create a genius extract as one of her daily 1st-, 2nd-, 3rd-, 4th-, or 5th-level extracts. This otherwise takes the same amount of time and effort as creating a normal extract of its level, but instead of her choosing a formula she knows for it to grant, a genius extract has an unpredictable result. When the alchemist (or an ally, if she has the infusion discovery) drinks the extract, it produces a random effect from the list of alchemist formulae on page 32 of the Advanced Player’s Guide of 1 spell level higher than the extract’s spell level. For instance, if she creates a genius extract using a 2nd-level extract, it would produce the effect of a random 3rd-level alchemist formula. There is no way to predict which effect a genius extract will produce before drinking it. A genius extract’s minimum caster level is equal to the minimum caster level of the extract used, not the effect produced. So, for instance, a genius extract that produced a fox’s cunning effect would have a minimum caster level of 1 (for the 1st-level extract used) rather than 4 (for the 2nd-level effect). There are 29 potential 2nd-level extracts, 23 potential 3rd-level extracts, 18 potential 4th-level extracts, 15 potential 5th-level extracts, and 15 potential 6th-level extracts.
This ability alters alchemy and replaces the discovery gained at 2nd level.
Mad Mutagen (Su): At 4th level, a mad scientist can brew a mad mutagen in place of a normal mutagen. If she does so, she need not make any decisions about the mutagen (including whether to make it a cognatogen or another variant mutagen if she has the appropriate discoveries) when she brews it. When the mad scientist drinks her mad mutagen, she makes those decisions on the fly, but she also takes 1d4 points of Wisdom damage (or 1d8 points of sanity damage if using the sanity rules on page 12). If anyone else, even another alchemist, drinks a mad mutagen, that person must succeed at a Will save (with the same DC as for the Fortitude save against nausea) or she becomes confused for 1 hour.
This ability alters the alchemist’s mutagen and replaces the discovery gained at 4th level.
Alchemist Formulae from the Advanced Player's Guide
2nd-Level Alchemist Formulae—aid, alchemical allocation, alter self, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, darkvision, delay poison, detect thoughts, eagle’s splendor, elemental touch, false life, fire breath, fox’s cunning, invisibility, levitate, owl’s wisdom, perceive cues, protection from arrows, resist energy, restoration (lesser), see invisibility, spider climb, transmute potion to poison, undetectable alignment, vomit swarm.
3rd-Level Alchemist Formulae—absorbing touch, amplify elixir, arcane sight, beast shape I, bloodhound, cure serious wounds, displacement, draconic reservoir, elemental aura, fly, gaseous form, haste, heroism, nondetection, protection from energy, rage, remove blindness/deafness, remove curse, remove disease, seek thoughts, thorn body, tongues, water breathing.
4th-Level Alchemist Formulae—air walk, arcane eye, beast shape II, cure critical wounds, death ward, detonate, discern lies, dragon’s breath, elemental body I, fire shield, fluid form, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin, universal formula.
5th-Level Alchemist Formulae—beast shape III, contact other plane, delayed consumption, dream, elemental body II, elude time, magic jar, nightmare, overland flight, planar adaptation, plant shape I, polymorph, resurgent transformation, sending, spell resistance.
6th-Level Alchemist Formulae—analyze dweomer, beast shape IV, elemental body III, eyebite, form of the dragon I, giant form I, heal, mislead, plant shape II, shadow walk, statue, transformation, true seeing, twin form, wind walk.
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感谢 傻豆 翻译了原始版的变异人变体 (https://www.goddessfantasy.net/bbs/?topic=83843.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 化身者(Metamorph)
出自 极限诡道(Ultimate Intrigue) 19页
化身者脱离了传统的炼金术,转而研究内在与生命的变化。
PFS修正:化身者获得技能专攻(攀爬、易容、飞行或游泳)代替额外炼金炸弹作为奖励专长。
本职技能(Class Skills):化身者将易容添加到本职列表中
这调整了化身者的本职技能列表。
千变万化(Shapechanger,Su):1级起,化身者获得将自己变为另一种形体的能力。这个能力与变身术 (Alter Self)类似,除非此处另有说明。这个效果持续每化身者等级1小时,或直到她变回原来的形体为止。改变形体是一个不会引发借机的标准动作(无论是变成另一种形体还是变回去),并且每次变身都会疲乏一轮。
化身者在1级时每天可以使用一次这个能力,在4级和之后每2级额外使用一次,最高为18级时9次。20级时,化身者每轮可以以自由动作使用该能力一次,可以在她任何行动之前或之后使用,并且没有每日次数限制。
这个能力在5级可以作为类人形态 Ⅰ(Monstrous Physique Ⅰ)使用,在9级作为类人形态 Ⅱ(Monstrous Physique Ⅱ)使用,在11级作为类人形态 Ⅲ(Monstrous Physique Ⅲ)使用,在13级作为类人形态 Ⅳ(Monstrous Physique Ⅳ)或巨人形态Ⅰ(Giant Form Ⅰ)使用,在15级作为巨人形态Ⅱ(Giant Form Ⅱ)使用。
千变万化替换了炼金术(包括炼金炸弹,化合炼成,突变药剂)和随手投掷。
突变药剂(Mutagen,Ex):1级时,化身者获得与普通炼金术士相同的突变药剂能力。尽管她并没有通常赋予突变药剂的炼金术职业能力,但仍能如常选取突变药剂类科研发现。
适应性生理结构(Adaptive Physiology,Ex):3级起,化身者有25%的概率忽视重击和精准伤害,类似于保存器官(preserve organs)科研发现。6级起增加到50%,18级起增加到75%。
适应性生理结构替换了迅捷炼金,迅捷上毒和瞬间炼金。
The metamorph alchemist archetype grants Skill Focus (Climb, Disguise, Fly, or Swim) as a bonus feat instead of Extra Bombs.
Metamorph
Source Ultimate Intrigue pg. 19
Metamorphs eschew traditional alchemy, focusing on internal chemistry and the transfiguration of living forms.
Class Skills: A metamorph adds Disguise to her list of class skills.
This alters the alchemist’s class skills.
Shapechanger (Su): At 1st level, a metamorph gains the ability to transform herself into another form.
This ability functions like alter self, except as noted here. The effect lasts for 1 hour per metamorph’s alchemist level, or until she changes back. Changing form (to another form or back) is a standard action that doesn’t provoke attacks of opportunity. The metamorph is fatigued for 1 round each time she changes shape.
A metamorph can use this ability once per day at 1st level, and an additional time per day at 4th level, and every 2 alchemist levels thereafter, for a total of nine times at 18th level. At 20th level, a metamorph can use shapechanger as a free action once per round, either before or after all her other actions, with no daily limit.
This ability can also function as monstrous physique I at 5th level, as monstrous physique II at 9th level, as monstrous physique III at 11th level, as monstrous physique IV or giant form I at 13th level, and as giant form II at 15th level.
This ability replaces alchemy (which also includes bombs, extracts, and mutagen) and Throw Anything.
Mutagen (Ex): At 1st level, a metamorph gains mutagen as a normal alchemist. She can take mutagen and cognatogen discoveries despite not possessing the alchemy class feature that normally grants mutagen.
Adaptive Physiology (Ex): At 3rd level, a metamorph gains a 25% chance to negate critical hits and precision damage, similar to the preserve organs discovery. This chance increases to 50% at 6th level, and to 75% at 18th level.
This ability replaces swift alchemy, swift poisoning, and instant alchemy.
译注:我想写点什么,又看了看字里行间设计师的笑脸,还是放弃了。
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感谢 PATIBAUL 翻译了原始版的心智化学家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=40892.20)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 心智药师(Mindchemist)
出自 极限魔法(Ultimate Magic) 18页
虽然大多数炼金术士都使用突变药剂牺牲自身心智来增强肉体能力,但心智药师却恰恰相反——使用它们来增强自己心智的力量。心智药师的心灵可以达到常人无法想象的高度,但她们的肉体却因此陷入了长久的衰弱之中。
异变药剂(Cognatogen):1级起,心智药师学会了异变药剂(Cognatogen)科研发现来制作异变药剂(她仍可以通过学习突变药剂(Mutagen)科研发现来制作突变药剂)。
异变药剂替换了突变药剂。
完美记忆(Perfect Recall):2级起,心智药师可以在知识检定和回想起事物的智力检定上再次添加智力调整值(如知识(历史)等级5且智力调整值为2的心智药师在使用该技能时的总加值为+9(5+2+2))。
完美记忆替换了用毒。
奖励专长(Bonus Feats):心智药师可以选取以下专长来代替一个科研发现:技能专攻(解除装置、易容、医疗、任意知识、察言观色或法术辨识)。
语言(Languages):心智药师可以学习三种语言来代替一个科研发现。
科研发现(Discoveries):以下科研发现可以完善心智药师的能力:究极异变(grand cognatogen)、高级异变(greater cognatogen)、灌注突变(infuse mutagen)。
Mindchemist
Source Ultimate Magic pg. 19
While most alchemists use mutagens to boost their physical ability at the cost of mental ability, some use alchemy for the opposite purpose—to boost the power of the mind and memory. A mindchemist can reach incredible levels of mental acuity, but suffers lingering debilitating effects to his physique. A mindchemist has the following class features.
Cognatogen: At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.
Bonus Feats: A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery.
Languages: A mindchemist may learn three languages in place of a discovery.
Discoveries: The following discoveries complement the mindchemist archetype: grand cognatogen, greater cognatogen, infuse mutagen.
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感谢 随缘等团的犬良人 翻译了原始版的调酒师变体 (https://www.goddessfantasy.net/bbs/?topic=101689.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 调酒师(Mixologist)
出自 内海酒吧(Inner Sea Taverns) 57页
调酒师专注于掌握酒精和肉体之间那美妙的化学反应。尽管她们酿造的强力药水可能有些缺点,但至少可以让人感到愉悦。
酒精炼金术(Alcoholic Alchemy,Su):调酒师可以通过在药水和化合炼成中混入酒精来增强它们的效果。当她酿造药水时,她可以在原材料上额外花费10gp,以在决定药水的效果时将施法者等级+1,但该药水被视为烈性酒精饮料(strong alcoholic drink)。当她准备化合炼成时,她可以额外花费1分钟来将化合炼成的施法者等级提升1级,但该化合炼成被视为烈性酒精饮料(strong alcoholic drink)。调酒师每环只能准备一份酒精化合炼成。她永远不能获得突变药剂类科研发现。
酒精炼金术调整了炼金术,制造药水并替换了突变药剂。
酒精炸弹(Alcoholic Bombs,Su):当调酒师制作炼金炸弹时,她能让爆炸产生醉人的烟雾。一个被酒精炸弹直接命中的生物须要通过强韧豁免,否则陷入微醺(tipsy)状态。如果该生物原本就已陷入微醺状态,则改为陷入醉酒(drunk)状态。如果该生物原本就已经陷入醉酒状态,则改为陷入酩酊大醉(soused)状态。一个酩酊大醉的生物若未能通过强韧豁免,会失去意识(passes out)1d3小时,并在醒来时获得宿醉(hangover)状态。此能力视同改造炼金炸弹的科研发现,所以不能与其他同类科研发现叠加。
酒精炸弹替换了2级科研发现。
酒精抗力(Alcoholic Resistance,Ex):2级起,调酒师对抗毒素的检定加值也能应用在减少醉酒和避免失去意识的检定。此能力不会使调酒师免疫酒精效果。
酒精抗力调整了毒性抗力。
调酒大师(Mixologist Master,Su):只要她可准备的化合炼成数量允许,调酒师每环便至多可以准备两份酒精化合炼成。
调酒大师替换了长效突变药剂。
出自Inner Sea Taverns 54,55页
微醺(tipsy):你开始感受到酒精的威力。依据你的性情,你的自制力可能会稍微降低,或者你开始变得下流。你在所有基于敏捷或力量的技能检定和意志检定获得-1减值。若你又额外饮用了等同你体质调整值一半(至少1)份量的酒精饮料,你将变为醉酒(drunk)。
在你没有饮用任何酒精的每个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过一个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回清醒。
醉酒(drunk):你完全醉了。你可能会展现出夸张后的平常性格,又或是完全相反的性格。你在属性检定、攻击检定、豁免检定和技能检定获得-2减值,但你在对抗非致命伤害时获得DR1/-。若你在一小时内又额外饮用了等同你体质调整值一半(至少1)份量的酒精饮料,或你在你体质调整值一半(至少1)个小时内,持续每小时饮用超过一份酒精饮料,你将变为酩酊大醉(soused)。
在你没有饮用任何酒精的每两个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过两个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回微醺。
酩酊大醉(soused):你喝太多了。你讲话含糊不清并且判断力也受到影响。你在属性检定、攻击检定、豁免检定和技能检定获得-4减值,但你在对抗非致命伤害时获得DR2/-,并且你在对抗痛苦效果时的豁免检定可以双骰取高。此时你每次饮用酒精饮料,你必须通过强韧检定(DC=15,每经过一次检定+1)或失去意识(pass out)。
在你没有饮用任何酒精的每两个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过两个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回醉酒。
失去意识(passes out):你完全屈服在酒精的影响。你会昏迷(unconscious)并在2d4小时内自然恢复清醒(虽然你可能会陷入宿醉,见下)。你必须通过DC20的强韧检定或忘记过去1d6小时的记忆(或从你开始饮酒时,视何者较短),如同修改记忆(modify memory)。
宿醉(hangover):如果角色失去意识(passed out)或在醉酒(drunk)及酩酊大醉(soused)期间入睡,这个角色很有可能会在宿醉中醒来。当角色醒来时,他必须通过强韧检定(DC=15+你饮用的酒精饮料数量)或变为恶心直到他获得另外8小时的休息。次级复原术或类似的魔法可以治疗恶心状态。此外,该状态会在受影响的角色再次陷入微醺(tipsy)时移除。
依据GM的判断,角色在接下来四周内,每周陷入醉酒(drunk)或更糟的状态三次以上,可能会获得中度成瘾(moderate addiction,见Game Mastery Guide 236页),豁免DC取决于酒精强度(大部分酒精都在DC16左右)。角色若持续滥用酒精,每多连续一周该DC+2。沉迷于酒精的角色若是没有进入醉酒(drunk)或更糟的状态中,会受到有关成瘾(addiction)规则的惩罚。
烈性酒精饮料(strong alcoholic drink):这个系统假定角色饮用的是标准酒精饮料,例如一杯麦酒、一杯葡萄酒或少量烈酒,但有些饮料(例如,经过三重蒸馏的私酿酒(triple-distilled moonshine))具有更高的酒精含量。依据GM的判断,浓烈饮料(strong drink)可能在达到下一个酒醉等级的进程中被视为双份酒精饮料,或在避免失去意识(passing out)的豁免检定造成累积的-2减值。对某些令人难以置信的浓烈饮料,这些惩罚可能会更高,尽管这些饮料通常不适合一般凡人过度使用。
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.
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感谢 Xu22341380008 翻译了原始版的记忆炼成师变体 (https://www.goddessfantasy.net/bbs/?topic=119743.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 记忆炼成师(Mnemostiller)
出自 遥远国度(Distant Realms) 52页
记忆炼成师提取记忆,将记忆化为名为心雾的浓厚蒸汽储存起来。对他们而言回想过去的记忆就像喝药水一样简单。而经验丰富的记忆炼成师更能通过利用记忆中的创伤和胜利创造各种效果。
混合心智(Mental Ambix):记忆炼成师的炼金术依赖于自己的人格力量,以自身的心灵作为炼金实验室萃取和提纯收集来的记忆。记忆炼成师用魅力替代智力决定化合炼成的效果和奖励炼成位,但仍然用智力满足公式的学习条件。每日魅力调整值次,她可以将侦测思想 (Detect Thoughts)作为类法术能力施展(最少每日一次)。
混合心智调整了炼金术并替换了随手投掷。
纯净药剂(Rasugen,Su):记忆炼成师可以制作一种被称为纯净药剂的特殊突变药剂,纯净药剂可以抑制她的思想使其进入一种澄澈空灵的状态。这种状态下的记忆炼成师有着难以置信的适应力,但无法执行复杂的技能。喝下纯净药剂后,记忆炼成师获得每职业等级2点临时生命,所有豁免+2炼金加值,同时她的智力受到-2罚值,并且无法进行估价、工艺、解除装置、医疗、知识(所有)、专业、巧手和法术辨识检定。纯净药剂在其他方面如同突变药剂一般作用。
纯净药剂替换了突变药剂。记忆炼成师永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。
痛苦炸弹(Anguish Bomb,Su):记忆炼成师用痛苦和不适的记忆制造炸弹,造成心灵伤害。痛苦炸弹如同普通的炼金炸弹,除了它会造成非致命伤害。而且不会对无生命物体和免疫影响心灵的目标造成伤害,而被炸弹溅射的目标可以尝试意志豁免以减半伤害。记忆炼成师使用魅力调整值代替智力调整值来计算炸弹伤害和豁免DC,但仍然用智力计算每日炸弹次数。如果记忆炼成师在过去24小时内受到任何HP伤害,那么她的痛苦炸弹每2炼金师等级多造成1点非致命伤害。
这取代炼金炸弹。
痛苦炸弹替换了炼金炸弹。
记忆陈酿(Brewed Memories):记忆炼成师从他人脑海中提取的记忆中创造了些许独特的公式。2级时,她将讯息传递(Mindlink)、安慰效应(Placebo Effect)、思维回音(Thought Echo)作为一环公式添加到她的公式簿中。5级时,她将改写灵光(Aura Alteration)、侦测心像结界(Detect Mindscape)、心像门(Mindscape Door)作为二环公式添加到她的公式簿中。8级时,她将心智擦除(Mindwipe)、感知思维(Thoughtsense)作为三环公式添加到她的公式簿中。心智擦除的范围是接触到的生物,并且只能应用于自愿或无助的生物。
记忆陈酿替换了全等级的毒性抗力。
天然共情者(atural Empath,Ex):记忆炼成师的研究使她的情绪自然而然的集中在了他人身上。她在2级获得灌注炼成(Infusion)科研发现。
天然共情者替换了用毒。
探索心智(Mind-Delver,Su):10级起,每日魅力调整次(最少一次),记忆炼成师可以将精神质询(Mind Probe)作为类法术能力释放。记忆提取术最初是为了帮助和治愈那些经历过死亡的灵魂所研究的,它将受术者的记忆化作心雾,并小心地将其提取或归还,这使得那些饱经折磨的灵魂一次又一次地面对她们往过的恐惧,并最终战胜它们。 然而,在尖塔缘界(Spire's Edge)这座城市中,有很多灵魂渴望感受那些不属于她们的感受,无论那些感受是好是坏,因为这座城市的目的是进行永恒的等待,并且缺少足够的激情。黑市中的记忆炼成师会付出高昂的代价从那些不同寻常的灵魂中提取记忆,有时也会前往其他位面来扩充自己的库存,然后返回尖塔缘界出售这些商品。虽然这项业务与情报商人有一些摩擦,但记忆炼成师通常出售经验和情感而不是秘密。一些有目地的请愿者会尽可能地购买她们所能购买的记忆,以尝试将自己塑造成另一个位面的模样,通常她们会使用自己的记忆作为交易物品,直到原本的自我所剩无几。一些犯罪集团会以到访的灵魂或是异界生物作为目标,使用暴力来提取她们的记忆。 尖塔缘界也因记忆提取术而滋生了一个崭新的信仰:遗忘教会。教会的信徒很多屈服于对自身生活的期望,即对现有生活的不满足,因此将自己变成临时或永久的白纸状态,这样便能在无忧无扰的幸福中生活。另一些人则无法顺应自身的意愿,因此将自身的存在抹去,以求生活在无知之中。 这些对灵魂干涉的暗涌对于尖塔缘界的目的来说宛如一种诅咒,强大的招魂者正在积极地追捕这些记忆提取术的施术者以及遗忘教会的信徒,而对这些人的审判通常是将其流放到星界之中。 Mnemostiller Source Distant Realms pg. 52 Mnemostillers extract memories, storing them as a thick vapor called mnemos. They can return memories as easily as administering a potion, and experienced mnemostillers create a variety of effects through the careful administration of past traumas or victories.
Mental Ambix: A mnemostiller’s alchemy relies on force of personality, using his own mind as an alchemy lab to draw and purify the mnemos collected from others. A mnemostiller uses his Charisma score in place of his Intelligence score for the purpose of extracts and bonus extracts. A mnemostiller still uses his Intelligence score to learn new formulae.
The mnemostiller can cast detect thoughts as a spell-like ability a number of times per day equal to his Charisma modifier (minimum 1).
This alters alchemy and replaces throw anything.
Rasugen (Su): A mnemostiller learns to brew a unique type of mutagen, called a rasugen, that suppresses his mind to enter a state of sublime purity. In this state, a mnemostiller becomes incredibly resilient, but cannot perform complex skills. Once imbibed, a rasugen grants a +2 alchemical bonus on all saving throws and 2 temporary hit points per alchemist level for 10 minutes per alchemist level. In addition, while the rasugen is in effect, a mnemostiller takes a –2 penalty to his Intelligence score and can’t attempt checks using Appraise, Craft, Disable Device, Heal, Knowledge (any), Profession, Sleight of Hand, or Spellcraft. This acts in all other ways like a mutagen.
This replaces mutagen. A mnemostiller can never gain the mutagen, cognatogen, or inspiring cognatogen ability, even from a discovery or another class.
Anguish Bomb (Su): A mnemostiller crafts his bombs from mnemos of pain and discomfort, inflicting psychic damage. An anguish bomb is identical to a bomb except that it deals nonlethal damage, it deals no damage to inanimate objects and creatures immune to mental effects, and creatures caught in the anguish bomb’s splash can attempt a Will save for half damage. A mnemostiller uses his Charisma score in place of his Intelligence score to determine the bonus damage of his anguish bomb and the save DC of the anguish bomb’s splash damage. He still uses his Intelligence score to determine his number of bombs per day. If the mnemostiller has taken any hit point damage in the past 24 hours, his anguish bombs inflict 1 additional point of nonlethal damage for every 2 alchemist levels he has.
This replaces bombs.
Brewed Memories: A mnemostiller can create several unique extracts from the mnemos he pulls from the minds of others. At 2nd level, he adds mindlink, placebo effect, and thought echo to his formula book as 1st-level extracts. At 5th level, he adds aura alteration, detect mindscape, and mindscape door to his formula book as 2nd-level extracts. At 8th level, he adds mindwipe and thoughtsense to his formula book as 3rd-level extracts; the range for a mindwipe extract becomes creature touched, and it can be applied only to a helpless or willing creature.
This replaces poison resistance.
Natural Empath (Ex): A mnemostiller’s studies naturally focus on others. He gains infusion as a bonus discovery at 2nd level.
This replaces poison use.
Mind-Delver (Su): At 10th level, a mnemostiller can use mind probe as a spell-like ability a number of times per day equal to his Charisma modifier (minimum 1).
Mnemostil First developed to help heal souls who had experienced undeath for a time, the art of mnemostil involves a practitioner carefully extracting or returning memories as an oily vapor—mnemos—which allows tortured souls to confront their past horrors one at a time while finding closure. In a city largely dedicated to waiting out eternity and cultivating absent passion, however, there are abundant souls eager to feel anything, good or bad. Black-market mnemostillers pay handsomely to extract memories from remarkable souls, even traveling to other planes to build up their stock before returning to Spire’s Edge to sell their wares. While there is some crossover with information brokers, mnemostillers typically sell experiences and emotions rather than secrets. Petitioners searching for purpose buy what memories they can to try and shape themselves toward one Outer Plane destination or another, often trading in their genuine memories as payment, until little of the original individual remains. Some criminal syndicates target visiting souls and outsiders to extract their memories by force.
Mnemostil has also created a unique faith in Spire’s Edge: amnesia cults. Many petitioners succumb to the expectation that they grow—that who they were in life is somehow not enough—and so render themselves into temporary or permanent blank slates to dwell in inert bliss. Others cannot reconcile their own actions and so wipe themselves clean to live in ignorance.
Pruning the development of the soul is anathema to the purpose of Spire’s Edge, and the city’s psychopomps aggressively hunt both mnemostillers and amnesia cultists, with punishment for the crime invariably being exile into the Astral Plane.
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感谢 PATIBAUL 翻译了原始版的欧诺皮恩研究员变体 (https://www.goddessfantasy.net/bbs/index.php?topic=133506.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 欧诺皮恩研究员(Oenopion Researcher)
出自 内海魔法(Inner Sea Magic) 37页
奈克斯(Nex)先进的魔法学识享誉人间,而欧诺皮恩的炼金术士们在制作药剂、灵药,以及其他对国家经济与制造怪物的血肉熔炉至关重要的药剂上有着无比高深的造诣。
科研发现(Discoveries):以下科研发现可以完善欧诺皮恩研究员的能力:强酸炸弹(Acid bomb)、瓶装泥怪(Bottled Ooze)、野性突变(Feral mutagen)、灌注突变(Infuse mutagen)、灌注炼成(infusion)、日光炸弹(sunlight bomb)。
实验性突变药剂(Experimental Mutagen):2级起,欧诺皮恩研究员学习了如何制造能使他人受益的突变药剂,尽管效力不如她的正常突变药剂。实验性突变药剂的效果如同标准突变药剂,但是天生护甲加值与属性值上的炼金加值只有正常的一半(+1天生护甲加值,并在一个属性值上+2)。喝下实验性突变药剂的生物不会因此反胃。在制造突变药剂的时候,研究员要决定是要制造标准突变药剂(对喝下它的其他生物没有效果)或是实验性突变药剂(对喝下它的其他生物有效);在成本、制造时间与突变药剂的其他任意面向上,两者没有区别。若研究员具有改变(alter)或强化突变药剂效果的科研发现或其他能力,也同样适用于实验性突变药剂(但饮用者只会获得突变药剂一半的数值加值)。
实验性突变药剂替换了用毒。
强酸抗力(Acid Resistance,Ex):3级起,欧诺皮恩研究员获得强酸抗力5。
强酸抗力替换了迅捷炼金。
Oenopion Researcher
Source Inner Sea Magic pg. 37
Nex is known for its advanced magical lore, and the alchemists of Oenopion are incredibly skilled at making potions, elixirs, and other materials crucial to the country’s economy and its monster-creating fleshforges. A Oenopion researcher has the following class features.
Discoveries: The following discoveries complement the Oenopion researcher archetype: acid bomb, bottled ooze,
feral mutagen, infuse mutagen, infusion, sunlight bomb.
Experimental Mutagen (Su): At 2nd level, an Oenopion researcher learns how to create an experimental mutagen that benefits others, though not as well as his normal mutagen. The experimental mutagen works just like a standard mutagen, except the natural armor bonus and the alchemical bonus to the ability score are half normal (+1 natural armor bonus and +2 to one ability score). The experimental mutagen has no risk of nauseating a creature who drinks it. The researcher decides when he creates the mutagen if it is a standard mutagen (which gives no benefit if another creature drinks it) or an experimental mutagen (which does); there is no difference in the cost, time to create, or any other aspect of the mutagen. If the researcher has discoveries or other abilities that alter or increase the benefits of the mutagen, these apply to the experimental mutagen (though the drinker only gets half the numerical bonus of the mutagen). This ability replaces poison use.
Acid Resistance (Ex): At 3rd level, an Oenopion researcher gains acid resistance 5. This ability replaces swift alchemy.
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感谢 德拉卡 翻译了原始版的泥怪大师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=98279.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 泥怪大师(Oozemaster)
出自 怪物猎人手册(Monster Hunter's Handbook) 17页
泥怪大师是一种专门诱捕泥怪的炼金术士。泥怪大师会仔细研究他所捕获的泥怪,以帮助他创造新的,更有效的突变药剂和炼金炸弹。
本职技能(Class Skills):泥怪大师将知识(自然)移出本职技能列表,但将知识(地城)加入本职技能列表。
这调整了泥怪大师的本职技能列表。
泥怪炸弹(Ooze Bomb ,Su):泥怪大师的炸弹造成酸伤害而不是火焰伤害,并且只有直接命中才会造成伤害;它们没有溅射。被泥怪炸弹伤到的生物会在泥怪大师的下一回合开始时,受到等同于泥怪大师的智力调整值的额外强酸伤害。一名生物每轮只能受到1次这种延迟伤害;每次炸弹命中都会延长该效果1轮。
泥怪大师不能选择会改变他炸弹造成的伤害类型的科研发现,也不能选择会影响炸弹溅射半径的科研发现。
泥怪炸弹替换了炼金炸弹并在其他方面如同炼金炸弹。
泥怪毒素(Ooze Toxin,Ex):泥怪大师可以从泥怪的尸体中提取致命毒素并把它用于对付敌人,使他变为一名有着变幻莫测诡计的致命敌手。以一个整轮动作,泥怪大师可以在一只10分钟内死去的泥怪身上进行一次DC为10+泥怪挑战等级的工艺(炼金)检定来制造毒素。如果成功,泥怪大师可以提取出等同于泥怪体质调整值一半的毒素(最少1)。这些毒素可以保持效果1小时。
泥怪大师能以10尺射程增量的远程接触攻击投掷这些毒药,或者将毒素应用到武器上,就像是毒药一样。毒素造成1d6的酸伤害,并且每3个泥怪生命骰增加1d6酸伤害。如果泥怪除了攫抓(grab)外还有其他附加在挥击(slam attack)上的效果(比如胶质怪的麻痹能力),泥怪大师同样可以将这些特殊能力应用于此次攻击。该攻击产生的额外效果DC为10+1/2泥怪大师等级+他的智力调整值。
泥怪毒素替换了制造药水,但泥怪大师仍可以在不满足专长先决条件的情况下选择制造药水。
泥怪抗力(Ooze Resistance):2级起,泥怪大师应对泥怪的特殊能力变得得心应手。他在对抗泥怪的特异能力和超自然能力时豁免获得+2加值。这些加值在5级和之后每3级额外+1,20级最大+8.
泥怪抗力替换了全等级的毒性抗力。
科研发现(Discoveries):以下科研发现可以完善泥怪大师的能力:瓶装泥怪(Bottled Ooze)、泥怪荒疫(ooze blight)、分裂突变药剂(Splitting Mutagen )。
Oozemaster
Source Monster Hunter's Handbook pg. 17
The oozemaster is a specialized alchemist who fights and ensnares oozes. An oozemaster carefully studies the characteristics of the oozes he hunts to help him create new and more effective mutagens and bombs.
Class Skills: An oozemaster gains Knowledge (dungeoneering) as a class skill but does not gain Knowledge (nature) as a class skill.
Ooze Bomb (Su): An oozemaster’s bombs deal acid damage instead of fire damage, and they deal damage only on a direct hit; they do not splash. A creature damaged by an ooze bomb takes additional acid damage equal to the oozemaster’s Intelligence modifier at the start of the oozemaster’s next turn. A creature can take this delayed damage only once per round; additional hits extend the duration of the ongoing damage by 1 round each.
An oozemaster cannot select discoveries that change the type of damage dealt by his bombs, nor those that affect the bomb’s splash radius.
This ability otherwise functions as and replaces the bomb class feature.
Ooze Toxin (Ex): An oozemaster can extract deadly toxins from the bodies of slain oozes and use them against his foes, making him a deadly opponent with unpredictable stratagems. As a full-round action while adjacent to an ooze that died within the past 10 minutes, an oozemaster can attempt a Craft (alchemy) check with a DC equal to 10 + the ooze’s Challenge Rating to create a toxin. If successful, the oozemaster can extract a number of doses of toxin from an ooze equal to half its Constitution modifier (minimum 1). These toxins remain potent for 1 hour before becoming inert.
The oozemaster can throw an ooze toxin as a ranged touch attack with a range increment of 10 feet, or he can apply the toxin to a weapon as if it were an injury poison. The toxin deals 1d6 points of acid damage plus an additional 1d6 points of acid damage per 3 Hit Dice the ooze had. If the ooze had any additional effects conveyed by its slam attack other than grab (such as a gelatinous cube’s paralysis ability), the oozemaster can also apply these qualities to this attack. The save DC for additional abilities produced by this attack is 10 + half the alchemist’s level + the alchemist’s Intelligence modifier.
This ability replaces Brew Potion, though an oozemaster can still select Brew Potion without meeting the feat’s prerequisites.
Ooze Resistance: At 2nd level, an oozemaster becomes especially resistant to the abilities of his chosen foes. He gains a +2 bonus on saving throws against the extraordinary and supernatural abilities of oozes. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +8 at 20th level.
This replaces poison resistance and poison immunity.
Discoveries: The following discoveries complement the oozemaster archetype: bottled ooze, ooze blight, and splitting mutagen.
-
感谢 归田卸甲退休孤寡老人 翻译了原始版的调香师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=110482.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 调香师(Perfumer)
出自 荒野源始(Wilderness Origins) 17页
当大多数炼金术士专注于爆炸的闪光,浓郁的药剂,戏剧性的突变时,少数人更喜欢精巧和优雅。调香师会将化合炼成提炼成最纯净、最稀薄的形式,然后在风中传播,她宁愿在社交场合分享令人目眩神迷的香气,也不愿在争吵前喝下扭曲骨骼的突变药剂。
雾化炼成(Atomized Extracts,Su):调香师的化合炼成被储存在喷雾器里,而不是瓶子里,这样他就可以把它们喷向自己或邻近的盟友。目标被认为是饮用者,就像她饮用了有科研发现灌注炼成效果的化合炼成。当吸入雾化器的内容物时,目标必须能够呼吸。雾化炼成其他方面视为化合炼成,如果不在炼金术士的掌握之中,它就会变成惰性。
雾化炼成调整了化合炼成并替换了制造药水。
泡沫炸弹(Effervescent Bombs,Su):调香师的炸弹并不直接造成伤害,而是制造一个5尺半径的泡沫水洼,这个水洼持续轮数等同于调香师的智力调整值(最少1轮)。区域内的生物立即受到1d4火焰伤害,此外每轮进入此区域,或停留在此区域的生物再次受到伤害。当水洼刚刚创造时就在内的生物,可以通过反射豁免将伤害减半(DC=10+1/2调香师等级+她的智力调整值)。泡沫炸弹的伤害在3级时增加1d4,之后每个奇数等级增加1d4。泡沫炸弹其他方面视为炼金炸弹,适用于炼金炸弹的科研发现也适用于泡沫炸弹。
泡沫炸弹调整了炼金炸弹。
信息素(Pheromones ,Su):调香师可以花费1个小时来提取一种由奇特信息素和炼金试剂组成的特殊的混合物,并将其储存在雾化器中。这种混合物在使用或香水师蒸馏出另一种信息素之前会一直保持活性,当她制作另一种信息素时,之前的信息素立刻变为惰性并且效果持续时间立刻结束。以一个标准动作,调香师可以将混合物喷在一个自愿的生物上,给予目标魅力+4的炼金加值和-2体质罚值,效果持续每调香师等级10分钟。此外,目标生物在交涉和唬骗检定上获得+2炼金加值。
信息素替换了突变药剂,调香师永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。
长效信息素(Persistent Pheromones):14级起,调香师学会了如何精炼信息素的能力,她的信息素在完全挥发之前最多可以影响四个不同的目标。这使得她可以用单一信息素影响多个目标。
长效信息素替换了长效突变药剂
Perfumer
Source Wilderness Origins pg. 17
While most alchemists focus on the flash of loud explosions, full-bodied potions, and dramatically transformative mutagens, others prefer subtlety and elegance. A perfumer alchemist refines extracts to their most pure and rarefied forms to spread on the wind, and would rather share a head-turning aroma at a social than drink a bone-twisting mutagen before a brawl.
Atomized Extracts (Su): A perfumer’s extracts are stored in atomizers, rather than bottles or vials, allowing him to spray them at himself or an adjacent ally. The target is considered the imbiber, as if she had drunk an extract prepared with the infusion discovery. As the contents of an atomizer are inhaled, the target must be able to breathe. Atomized extracts are considered extracts for purposes of other abilities, and become inert when not in the alchemist’s possession.
This alters extracts and replaces brew potion.
Effervescent Bombs (Su): Rather than deal direct damage, a perfumer’s bombs create an effervescent puddle in a 5-foot radius for a number of rounds equal to the alchemist’s intelligence bonus (minimum 1). Each creature within this area takes 1d4 points of fire damage immediately and again each round it remains within or enters the puddle. A creature caught in the puddle when it is first created can attempt a Reflex save (DC = 10 + half the perfumer’s level + the perfumer’s Intelligence modifier) for half damage. The effervescent bombs’ damage increases by 1d4 at 3rd level and every odd level thereafter. Effervescent bombs otherwise functions as bombs, and discoveries that apply to bombs apply to effervescent bombs.
This alters bomb.
Pheromones (Su): A perfumer can spend 1 hour to distill a special mixture of exotic pheromones and alchemical reagents and store it in an atomizer. The mixture remains potent until used or until the perfumer distills another pheromone mixture, at which point the first becomes inert and the duration of its effects immediately end. Spraying this mixture on a willing creature as a standard action grants the target a +4 alchemical bonus to Charisma and a –2 penalty to Constitution for 10 minutes per alchemist level. Additionally, the target creature gains a +2 alchemical bonus on Diplomacy and Bluff checks.
This replaces mutagen. A perfumer can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.
Persistent Pheromones: At 14th level, the alchemist gains the ability to distill extremely potent pheromones. His pheromone atomizers can be sprayed on up to four different targets before becoming fully used. This allows a perfumer to affect multiple targets with a single atomizer.
This replaces persistent mutagen.
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感谢 四月 翻译了原始版的瘟疫之源变体 (https://www.goddessfantasy.net/bbs/index.php?topic=50564.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 瘟疫使者(Plague Bringer)
出自 进阶种族手册(Advanced Race Guide) 153页
瘟疫使者视疾病为终极武器,并且通过不懈的努力以掌握新的疾病与传播它们的方式。瘟疫使者并不会因为在激烈战斗中将他们的武器泼向敌人而比一名弓箭手向敌人射箭负有更大的愧疚。疾病只是工具,而瘟疫使者是它的主人。
PFS修正:瘟疫使者仅对鼠族为合法炼金术士变体选项。
瘟疫瓶(Plague Vial,Su):1级起,瘟疫使者可以制作出瘟疫瓶——以炼金术栽培并浓缩的疾病样本。制作瘟疫之瓶需要1小时,一旦制作完成,它的效果就会在使用前一直有效。瘟疫使者每次只能维持一瓶瘟疫瓶的效果,一旦他制作第二瓶,前一瓶的瘟疫就会失去活性。瘟疫瓶若被瘟疫使者以外的人持有则失去活性,直到它重回主人的手中。
饮用瘟疫瓶是一个标准动作。喝下之后,瘟疫瓶将会改变瘟疫使者的血液、汗液、眼泪以及其他体液,持续每瘟疫使者等级10分钟。任何以近战武器(长武除外)伤害他的生物必须进行一次成功的强韧豁免(DC=10+1/2瘟疫使者等级+他的智力调整值)否则将会恶心每瘟疫使者等级1轮。瘟疫使者免疫自己制造的瘟疫瓶的效果,但是依旧会受到其他人制作的瘟疫瓶影响。瘟疫瓶的效果不会叠加。
以一个标准动作,瘟疫使者可以使他的武器获得这个疾病的效果(通常是通过舔、以他的血或者脓水擦拭)。武器上沾染的病原体视为涂毒武器一般,除了造成的效果是疾病而非毒素(矮人的对抗毒素豁免对此无效)。
瘟疫使者以外的人(包括其他炼金术士)喝下瘟疫之瓶必须进行一次等同于瘟疫之瓶DC的豁免,未通过则会反胃1个小时。除非他习得突变药剂科研发现,否则他无法获得突变药剂的好处就如同他并非炼金术士一般。在任何时候,瘟疫使者只能受到瘟疫瓶或突变药剂的影响(二者其一);喝下任何一瓶都会立刻结束之前拥有的瘟疫瓶或突变药剂带来的任何效果。
任何对突变药剂的限制同样适用于瘟疫瓶,就好像他们是同一物质一样。灌注突变药剂科研发现以及长效突变药剂职业能力均适用于瘟疫瓶。粘稠毒药(Sticky Poison)科研发现适用于用武器感染瘟疫之瓶效果。瘟疫瓶是一种疾病效果(disease effect)。
瘟疫瓶替换了突变药剂。
疾病抗性(Disease Resistance,Ex):2级起,瘟疫使者在对抗疾病的豁免检定上获得+2加值。这个加值在5级提升至+4,在8级提升至+6。10级起,瘟疫使者对疾病完全免疫(包括魔法疾病)。
疾病抗性替换了全等级的毒性抗力。
科研发现(Discoveries):以下科研发现可以完善瘟疫使者的能力:高爆炸弹*(Explosive bomb*)、精确炸弹(Precise bombs)、烟雾炸弹*(Smoke bomb*)、炸裂喷吐*(Breath Weapon Bomb)、急速炸弹(Fast bombs)、瘟疫炸弹*(Plague Bomb*, Su)。
Plague Bringer
Source Advanced Race Guide pg. 153
The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master. A plague bringer has the following class features.
Plague Vial (Su): At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer’s possession becomes inert until a plague bringer picks it up again.
It’s a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer’s blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer’s level + the plague bringer’s Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another’s plague vial. The effects of multiple plague vials do not stack.
As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf’s resistance to poison does not apply).
Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial’s DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery , he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.
All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect. This ability replaces mutagen.
Disease Resistance (Ex): At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases). This ability replaces all increments of poison resistance and poison immunity.
Discoveries: The following discoveries complement the plague bringer archetype: explosive bomb, precise bombs, smoke bomb breath weapon bomb, fast bomb, nauseating bomb ; plague bomb.
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感谢 PATIBAUL、沉沦 翻译了原始版的保存学家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=96374.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 标本学者(Preservationist)
出自 极限魔法(Ultimate Magic) 19页
某些炼金术士痴迷于收集和保存奇特的生物。标本学者或许会使用瓶装的动物或怪物作为教学素材,但他们之中有一部份人学会了如何让它们短暂地“复活“,来为标本学者而战。
瓶装盟友I(Bottled Ally I):2级时,标本学者将驯养动物加入到他的本职技能列表中。他将召唤自然盟友I(Summon Nature's Ally I)作为1环化合炼成加入到公式簿中。在准备该化合炼成时,他实际上是制备一只装在瓶子里、微缩且保存良好的标本(就像施法者施展法术一样,标本学者直到使用该化合炼成前都需不要选择具体生物是什么)。当标本学者打开瓶子时,标本会活动起来并成长到正常的尺寸,如同法术效果服从保存学者的指示,并且在其他方面都被视为是召唤生物。当持续时间耗尽后,制成标本的生物便会化为尘土。若标本学者有灌注炼成(infusion)科研发现,其他角色也能使用灌注后的标本。增强召唤专长可以应用在这些标本上。
瓶装盟友I替换了用毒。
瓶装盟友Ⅱ(BBottled Ally II):5级时,标本学者将召唤自然盟友Ⅱ(Summon Nature's Ally Ⅱ)作为2环化合炼成加入到公式簿中。
瓶装盟友Ⅱ替换了毒性抗力+4。
瓶装盟友III(Bottled Ally III):8级时,标本学者将召唤自然盟友Ⅳ(Summon Nature's Ally Ⅳ)作为3环化合炼成加入到公式簿中。
瓶装盟友Ⅲ替换了毒性抗力+6。
瓶装盟友Ⅳ(Bottled Ally IV):10级时,标本学者将召唤自然盟友Ⅴ(Summon Nature's Ally Ⅴ)作为4环化合炼成加入到公式簿中。
瓶装盟友Ⅳ替换了毒素免疫。
瓶装盟友V(Bottled Ally V):14级时,标本学者将召唤自然盟Ⅶ(Summon Nature's Ally Ⅶ)作为5环化合炼成加入到公式簿中。
瓶装盟友Ⅴ替换了长效突变药剂。
瓶装盟友VI(Bottled Ally VI):18级时,标本学者将召唤自然盟友Ⅸ(Summon Nature's Ally Ⅸ)作为6环化合炼成加入到公式簿中。
瓶装盟友Ⅵ替换了18级科研发现。
科研发现(Discoveries):以下科研发现可以完善标本学者的能力:瓶装泥怪(bottled ooze)、保存器官(preserve organs,)、触手(tentacle)、畸变之臂(Vestigial Arm)和翅膀(wings)。
Preservationist
Source Ultimate Magic pg. 19
Some alchemists are obsessed with collecting and preserving exotic creatures. These preservationists may use bottled animals and monsters as teaching tools, but some learn how to reanimate them for short periods to battle on the alchemist’s behalf. A preservationist has the following class features.
Bottled Ally I: At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the preservationist doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the preservationist as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature decays into powder. If the preservationist has the infusion discovery, another character can use the infused specimen. The Augment Summoning feat can be applied to these specimens. This ability replaces poison use.
Bottled Ally II: At 5th level, a preservationist adds summon nature’s ally II to his formula book as a 2nd-level extract. This ability replaces poison resistance +4.
Bottled Ally III: At 8th level, a preservationist adds summon nature’s ally IV to his formula book as a 3rd-level extract. This ability replaces poison resistance +6.
Bottled Ally IV: At 10th level, a preservationist adds summon nature’s ally V to his formula book as a 4th-level extract. This ability replaces poison immunity.
Bottled Ally V: At 14th level, a preservationist adds summon nature’s ally VII to his formula book as a 5th-level extract. This ability replaces persistent mutagen.
Bottled Ally VI: At 18 level, a preservationist adds summon nature’s ally IX to his formula book as a 6th-level extract. This ability replaces his 18th-level discovery.
Discoveries: The following discoveries complement the preservationist archetype: bottled ooze, preserve organs, tentacle, vestigial arm, and wings.
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感谢 PATIBAUL 翻译了原始版的创源学者变体 (https://goddessfantasy.net/bbs/?topic=100817.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 创生炼金师(Promethean Alchemist)
出自 异能冒险(Occult Adventures) 112页
创生炼金师追寻并痴迷于生命的起源,为此她们创造了一个被赋予了生命的构装体。
PFS修正:1级时,创生炼金师获得技能专攻(工艺【炼金】或知识【奥秘】)代替创生学徒作为奖励专长。
构装工艺(Craft Construct):1级时,创生炼金师获得创生学徒(Promethean Disciple)科研发现。
构装工艺替换了制造药水,随手投掷。
拥有这一科研发现的炼金术士可以通过炼金术研究而非奥术魔法来学习如何制造构装体。炼金术士无需满足专长的先决条件便可以获得制造构装体(Craft Construct)作为奖励专长。炼金术士使用她的工艺(炼金术)技能等级代替她的施法等级,并且必须使用工艺(炼金术)来制造构装体。如果炼金术士无法使用的制造必要法术,制造构装体的DC会相应的增加,但炼金术士可以使用化合炼成代替法术来满足制造必要法术的必要条件。炼金术士至少达到6级才可以选择这个科研发现。
人造人伙伴(Homunculus Companion,Ex):1级起,创生炼金师获得一个人造人伙伴。创造这个人造人伙伴的方式比制造普通人造人更加奇特,它需要创生炼金师将自己的生命的一部分赋予人造人。这个人造人最初的外形类似一个儿童或是小型人型生物;虽然具体外观取决于它的创造者,但制造出的人造人总是有着人形外貌,并且通过仔细观察可以发现明显的不自然。虽然每个人造人伙伴都绝对忠于主人,但有些人造人的忠诚却让人感到不安。它们会充满妒忌地保护自己的主人免受威胁,又或是为主人建立奇特的神殿。人造人伙伴可以是任意阵营,甚至可以是与主人完全不同的阵营。被摧毁的人造人伙伴可以通过对其尸体进行仪式来复活,这需要人造人伙伴每个生命骰100gp的稀有材料外加1品脱创造者的血液。执行合格仪式需要一个小时(如果人造人伙伴的等级过高,那么收集血液的过程可能会延长,因此许多创生炼金师会储存冷冻血液以防万一)。
人造人伙伴替换了炼金炸弹,突变药剂。创生炼金师无法选择突变药剂类科研发现。
科研发现(Discoveries):以下科研发现可以完善创生炼金师的能力:炼金拟像(alchemical simulacrum)、分身拟像(Doppelganger Simulacrum)、高等炼金拟像(Greater Alchemical Simulacrum)。
人造人伙伴基础数据
一个人造人伙伴拥有如下表给出的数据。
职业等级 | 生命骰 | 基本攻击加值 | 豁免 | 技能 | 专长 | 力量/敏捷加值 | 特殊 |
1级 | 1 | +1 | +0 | 2 | 1 | +0 | 黑暗视觉,昏暗视觉,炼金交流,心灵感应,武器和防具擅长 |
2级 | 2 | +2 | +0 | 4 | 1 | +0 | |
3级 | 3 | +3 | +1 | 8 | 2 | +1 | 反射闪避 |
4级 | 3 | +3 | +1 | 8 | 2 | +1 | |
5级 | 4 | +4 | +1 | 10 | 2 | +1 | 属性提升 |
6级 | 5 | +5 | +1 | 12 | 3 | +2 | 说话 |
7级 | 6 | +6 | +2 | 14 | 3 | +2 | |
8级 | 6 | +6 | +2 | 14 | 3 | +2 | |
9级 | 7 | +7 | +2 | 16 | 4 | +3 | 法术抗力 |
10级 | 8 | +8 | +2 | 18 | 5 | +3 | 属性提升 |
11级 | 9 | +9 | +3 | 20 | 5 | +3 | |
12级 | 9 | +9 | +3 | 20 | 5 | +4 | |
13级 | 10 | +10 | +3 | 22 | 5 | +4 | |
14级 | 11 | +11 | +3 | 24 | 6 | +4 | |
15级 | 12 | +12 | +4 | 26 | 6 | +5 | 属性提升,精通反射闪避 |
16级 | 12 | +12 | +4 | 26 | 6 | +5 | |
17级 | 13 | +13 | +4 | 28 | 7 | +5 | |
18级 | 14 | +14 | +4 | 30 | 7 | +6 | |
19级 | 15 | +15 | +5 | 32 | 8 | +6 | |
20级 | 15 | +15 | +5 | 32 | 8 | +6 | 属性提升 |
等级(Level):炼金术士的等级
生命骰(HD):人造人的生命骰为d10,但人造人没有体质,它如同同等体型般构装体获得额外生命值。
基本攻击加值(BAB):人造人的基本攻击加值于其生命骰数相同。
豁免(Saves):此为人造人的基本豁免检定加值。
技能(Skills):表上为人造人的基本技能点,比较聪明的人造人可以拥有更多技能,其技能点数为2+智力调整值。人造人不能在一个技能上投入比HD更多的技能点。
人造人的本职技能为:唬骗(魅力)、工艺(智力)、飞行(敏捷)、知识(奥秘)(智力)、察觉(感知)、察言观色(感知)、隐匿(敏捷),此外,一级时,创生炼金师可以选择两个技能做为人造人的本职技能。
专长(Feats):此为人造人具有的专长总数,人造人可以选择任何满足条件的专长,有些专长可能会需求它有合适的肢体。
力量/敏捷加值(Str/Dex Bonus):将此加值加在人造人的敏捷与力量上。
特殊(Special):随着等级的增长,人造人得到以下特殊能力。
黑暗视觉(Darkvision, Ex):人造人获得60尺黑暗视觉。
昏暗视觉(Low-Light Vision, Ex):人造人在昏暗光线中视觉范围是正常人的两倍。
炼金交流(Sympathetic Alchemy, Su):人造人和创生炼金师的羁绊十分强烈,无须习得灌注炼成科研发现人造人即可使用其主人的化合炼成,且正常生效。做为化合炼成的影响目标时,人造人可以被视为类人生物或构装体(以更有利于它为准)。此外,只要还在心灵连结的范围内,人造人就可以从其主人的化合炼成公式簿上为创生炼金师准备化合炼成。
心灵连结(Telepathic Link, Su):人造人最初不会说话,但是和主人共享心灵感应连结,只要在1500尺内,他就可以知道主人知道的一切,并且可以和主人分享它看到和听到的事物。
武器和装甲擅长(Weapon and Armor Proficiency, Ex):人造人擅长所有简易武器,但不擅长任和盔甲与盾牌。
反射闪避(Evasion, Ex):三级时,人造人在面对通过反射检定检半的伤害时,通过豁免检定可以不受任何伤害。
属性增强(Ability Score Increase, Ex):五级和之后每五级,人造人获得一点可自由分配的属性点数。
说话(Speech, Ex):六级之后,人造人可以说任何他所知的语言。
法术抗性(Spell Resistance, Su):九级之后,人造人得到11+其主人创生炼金师等级的法术抗性。
精通反射闪避(Improved Evasion, Ex):十五级时,当人造人面对通过反射检定可减半的伤害时,通过豁免检定可以不受任何伤害,即便豁免失败也只会受到一半伤害。
体型:小型
速度:20尺,飞行30尺(不良)
AC:+2天生防御加值
攻击:啮咬(1d4)
属性点数:力量:10、敏捷:15、体质:-、智力:10、感知:12、魅力:7。
特性:黑暗视觉、昏暗视觉
语言:通用语(无法说话)
四级进化
体型:中型
速度:30尺,飞行40尺(普通)
攻击:啮咬(1d6附加毒素),2爪抓(1d6)
属性点数:力量+4、敏捷-2
特殊攻击:
毒素(类型:伤口、发作频率:1分钟、持续:60分钟、效果:睡着一分钟、痊愈:一次豁免、豁免DC基于体质且有+2种族加值。)
Promethean Alchemist
Source Occult Adventures pg. 112
Obsessed with discovering the origins of life, promethean alchemists build constructs they gradually endow with life.
Craft Construct: At 1st level, a promethean alchemist gains the promethean disciple discovery. This ability replaces Brew Potion and Throw Anything.
Homunculus Companion (Ex): At 1st level, a promethean alchemist gains the service of a homunculus companion. The means for creating this special homunculus are more exotic than normal and require investiture of the promethean alchemist’s own life essence into the homunculus. This construct generally resembles a small humanoid or child when first created; the specific appearance is up to its creator, though a homunculus is always humanoid in shape and obviously unnatural on close inspection. While every homunculus companion is absolutely devoted to its master, some homunculi’s loyalty borders on the unsettling; such companions jealously protect their masters from threats or construct strange shrines in their masters’ honor. A homunculus companion can be of any alignment, even one that is different from its master’s. A destroyed homunculus companion can be restored to life by performing a ritual with its corpse that requires 1 pint of its creator’s blood per Hit Die of the homunculus and rare materials worth 100 gp per Hit Die of the homunculus. Performing this ritual takes 1 hour (though it may take some time to gather enough blood at higher levels, so many promethean alchemists keep chilled blood samples in storage just in case). A promethean alchemist can’t take the mutagen or cognatogen discoveries. This ability replaces bombs and mutagen.
Discoveries: The following discoveries complement this archetype: alchemical simulacrum, doppelganger simulacrum, and greater alchemical simulacrum.
Homunculus Companion Base Statistics
A homunculus companion has the following features, as described on Table 2-2 on page 114.
Level HD BAB Saves Skills Feats Str/Dex Bonus Special
1st 1 +1 +0 2 1 +0 Darkvision, low-light vision, sympathetic alchemy, telepathic link, weapon and armor proficiency
2nd 2 +2 +0 4 1 +0 -
3rd 3 +3 +1 8 2 +1 Evasion
4th 3 +3 +1 8 2 +1 -
5th 4 +4 +1 10 2 +1 Ability score increase
6th 5 +5 +1 12 3 +2 Speech
7th 6 +6 +2 14 3 +2 -
8th 6 +6 +2 14 3 +2 -
9th 7 +7 +2 16 4 +3 Spell resistance
10th 8 +8 +2 18 4 +3 Ability score increase
11th 9 +9 +3 20 5 +3 -
12th 9 +9 +3 20 5 +4 -
13th 10 +10 +3 22 5 +4 -
14th 11 +11 +3 24 6 +4 -
15th 12 +12 +4 26 6 +5 Ability score increase, improved evasion
16th 12 +12 +4 26 6 +5 -
17th 13 +13 +4 28 7 +5 -
18th 14 +14 +4 30 7 +6 -
19th 15 +15 +5 32 8 +6 -
20th 15 +15 +5 32 8 +6 Ability score increase
Level: This is the homunculus’s master’s alchemist level.
HD: This is the homunculus’s total number of 10-sided (d10) Hit Dice. The homunculus doesn’t have a Constitution score, but it gains bonus hit points based on its size.
BAB: This is the base attack bonus of the homunculus, which is equal to its number of Hit Dice.
Saves: These are the base saving throw bonuses of the homunculus.
Skills: This entry lists the homunculus’s total number of skill ranks. A homunculus with a high Intelligence score modifies these totals as normal (the homunculus gains a number of skill ranks equal to 2 + its Intelligence modifier per HD). A homunculus can’t have more ranks in a skill than it has Hit Dice.
Homunculus Class Skills: The following skills are class skills for a homunculus: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, a promethean alchemist can choose two additional skills to be class skills for his homunculus.
Feats: This is the total number of feats the homunculus has. A homunculus can select any feats it qualifies for, but must possess the appropriate appendages in order to use some feats.
Str/Dex Bonus: Add this modifier to the homunculus’s Strength and Dexterity.
Special: As the homunculus increases in power, it gains the special abilities described below.
Darkvision (Ex): The homunculus has darkvision out to a range of 60 feet.
Low-Light Vision (Ex): Homunculi see twice as far as humans in dim light.
Sympathetic Alchemy (Su): The bond between a promethean alchemist and his homunculus is so close that the alchemist’s extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct-whichever is more beneficial-for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master’s extracts from his formula book for him each day, as long as it’s within the range of its telepathic link.
Telepathic Link (Su): A homunculus can’t initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.
Weapon and Armor Proficiency (Ex): A homunculus is proficient with simple weapons, but not armor or shields.
Evasion (Ex): At 3rd level, if a homunculus is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
Ability Score Increase (Ex): The homunculus adds 1 to one of its ability scores at 5th level and every 5 levels thereafter.
Speech (Ex): At 6th level, the homunculus gains the ability to speak any languages it knows.
Spell Resistance (Su): At 9th level, the homunculus gains spell resistance equal to 11 + its master’s alchemist level.
Improved Evasion (Ex): At 15th level, when subjected to an attack that allows a Reflex save for half damage, the homunculus takes no damage if it succeeds at the saving throw and only half damage if it fails the saving throw.
Homunculus Starting Statistics
Size Small; Speed 20 ft., fly 30 ft. (poor); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 15, Con -, Int 10, Wis 12, Cha 7; Special Qualities darkvision, low-light vision; Languages Common (can’t speak).
4th-Level Advancement
Size Medium; Speed 30 ft., fly 40 ft. (average); Attack bite (1d6 plus poison), 2 claws (1d6); Ability Scores Str +4, Dex -2; Special Attacks poison (bite-injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, Con-based DC with a +2 racial bonus).
-
感谢 PATIBAUL 翻译了原始版的心灵学家变体 (https://www.goddessfantasy.net/bbs/index.php?topic=40892.20)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 意念旅者(Psychonaut)
出自 极限魔法(Ultimate Magic) 19页
意念旅者利用她的知识来探索意识状态改变的领域,甚至是其他存在的位面。
炼金炸弹(Bomb):意念旅者的炼金炸弹造成的伤害比正常炸弹要小一阶(她的普通炸弹只造成d4伤害,震荡炸弹只造成d3伤害等)。
这个能力的其他方面如同标准炼金炸弹,并替换了炼金炸弹。
预知(Precognition):5级时,意念旅者将占卜术 (Augury)作为2环化合炼成加入到公式簿中(此化合炼成并不需要法器成份)。
预知替换了毒性抗力+4。
意念感官(Psychic Senses):8级时,意念旅者将锐耳术/鹰眼术 (Clairaudience/Clairvoyance)、侦测探知 (Detect Scrying)、探知 (scrying)和死者交谈 (Speak with Dead)作为3环化合炼成加入到公式簿中(探知化合炼成并不需要器材或法器成分)。当意念旅者使用死者交谈化合炼成时,她获得了听见尸体中徘徊的灵魂之声,而非让尸体本身说话的能力,除此之外,此化合炼成的作用如同同名法术。
心灵感官替换了毒性抗力+6。
投射意识(Remote Consciousness):10级时,意念旅者将托梦术 (Dream)、次级星界投射 (Astral Projection, Lesser)、梦魇(Nightmare)、异界传送 (plane shift)、传讯术 (message)与心灵连线 (telepathic bond)作为4环化合炼成加入到公式簿中(异界传送化合炼成不需要器材成份)。
投射意识替换了毒素免疫。
高等预知(Greater Precognition):15级时,意念旅者将片刻预知 (Moment of Prescience)作为5环化合炼成加入到公式簿中。
高等预知替换了此等级炼金炸弹伤害提升。
预知大师(Master Precognition):17级时,意念旅者将预警术 (Foresight)作为6环化合炼成加入到公式簿中。
预知大师替换了此等级炼金炸弹伤害提升。
科研发现(Discoveries):以下科研发现可以完善意念旅者的能力:困惑炸弹*(Confusion Bomb*)、永恒药水(Eternal potion)、延时药水(Extend potion)、阴魂不散(Lingering Spirit)、癫狂炸弹(Madness bomb)。
Psychonaut
Source Ultimate Magic pg. 19
A psychonaut uses his knowledge to explore altered states of consciousness and even other planes of existence.
A psychonaut has the following class features.
Bomb: A psychonaut’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This ability otherwise functions as and replaces the standard alchemist bomb class feature.
Precognition: At 5th level, a psychonaut adds augury to his formula book as a 2nd-level extract (this extract does not require a divine focus component). This replaces poison resistance +4.
Psychic Senses: At 8th level, a psychonaut adds clairaudience/clairvoyance, detect scrying, scrying, and speak with dead to his formula book as 3rd-level extracts (a scrying extract does not require a focus or divine focus component). When a psychonaut uses a speak with dead extract, he gains the power to hear the lingering spirit within a corpse rather than enabling the corpse to audibly speak, but the extract otherwise works as the spell. This ability replaces poison resistance +6.
Remote Consciousness: At 10th level, a psychonaut adds dream, lesser astral projection, nightmare, plane shift, sending, and telepathic bond to his formula book as 4th-level extracts (a plane shift extract does not require a focus component). This ability replaces poison immunity.
Greater Precognition: At 15th level, a psychonaut adds moment of prescience to his formula book as a 5th-level extract. This ability replaces the increase to bomb damage at this level.
Master Precognition: At 17th level, a psychonaut adds foresight to his formula book as a 6th-level extract. This ability replaces the increase to bomb damage at this level.
Discoveries: The following discoveries complement the psychonaut archetype: confusion bomb, eternal potion, extend potion, lingering spirit, and madness bomb.
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感谢 PATIBAUL、沉沦 翻译了原始版的狂化学家变体 (https://www.goddessfantasy.net/bbs/?topic=96354.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 狂化学家(Ragechemist)
出自 极限战斗(Ultimate Combat) 26页
某些炼金术士调制的突变药剂能将他们带入原始的狂怒之中,这能刺激他们肉体上的转化。这些炼金术士很难控制转变后的自己。
狂暴突变药剂(Rage Mutagen):2级起,当炼金术士调制增强力量的突变药剂时,该份突变药剂的力量加值增加2点,并降低炼金术士的智力值。此外,当处于这种突变药剂的效果中时,他的愤怒会不断增长,并带来一些有害效果。在每个他受到生命值伤害的回合结束时,狂化学家都必须成功通过意志检定(DC 15,或者若该回合有任何伤害是来自于重击的话,DC 20)否则便会在意志豁免检定与智力上承受-2减值。这些减值在突变药剂效果结束后会持续1小时,而且能与自身叠加。如果减值将狂化学家的智力降至0,那么狂化学家会陷入昏迷,直到突变药剂效果耗尽的1小时后。
狂暴突变药剂替换了用毒。
坚韧狂暴(Sturdy Rage):6级时,狂化学家使用狂暴突变药剂时,他在天生防御上的加值变为+4,但受伤时意志豁免检定与智力承受的减值变为-4。
坚韧狂暴替换了迅捷上毒。
粗笨狂暴(Lumbering Rage):10级起,当狂化学家使用狂暴突变药剂时,他可以使突变药剂在体质上也给予+2士气加值,但每当他在意志豁免检定与智力上受到减值时,他在敏捷上也会受到-1减值。
粗笨狂暴替换了毒素免疫。
科研发现(Discoveries):以下科研发现可以完善狂化学家的能力:野性突变(Feral mutagen)、 究极突变(Grand mutagen)、高级突变(Greater mutagen)、灌注突变(Infuse mutagen)、触手(tentacle)、畸变之臂(Vestigial Arm)。
Ragechemist
Source Ultimate Combat pg. 26
Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.
Rage Mutagen: At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen's bonus to Strength increases by +2 and penalizes the alchemist's Intelligence score. Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires. This ability replaces poison use.
Sturdy Rage: At 6th level, whenever a ragechemist uses his rage mutagen, he also gains a +4 bonus to natural armor, but the penalty on Will saving throws and to Intelligence for taking damage increases to –4. This ability replaces swift poisoning.
Lumbering Rage: At 10th level, whenever a ragechemist uses his rage mutagen ability, he may have the mutagen also give him a +2 morale bonus to Constitution, but when he takes a penalty on Will saving throws and to Intelligence, he also takes a –1 penalty to Dexterity. This ability replaces poison immunity.
Discoveries: The following discoveries complement the ragechemist: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, tentacle, and vestigial arm.
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感谢 PATIBAUL 翻译了原始版的掘墓者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=40892.20)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 赋生者(Reanimator)
出自 极限魔法(Ultimate Magic) 20页
赋生者是一位发现了如何赋予尸体生命的炼金术士。他们中的许多人与死灵法师合作,探索生者世界与死者世界之间的界限。
炼金炸弹(Bomb):赋生者的炼金炸弹造成的伤害比正常炸弹要小一阶(她的普通炸弹只造成d4伤害,震荡炸弹只造成d3伤害等)。
这个能力的其他方面如同标准炼金炸弹,并替换了炼金炸弹。
简易赋生(Simple Reanimation):7级时,赋生者将操纵死尸 (Animate Dead)作为3环化合炼成加入到公式簿中。使用这个化合炼成的方式不是喝下,而是将其注射到作为材料的尸体之中,一个小时后,尸体在他的控制下复活成不死生物。这个化合炼成只能制造丧尸(包括变体丧尸)。
简易赋生替换了此等级炼金炸弹伤害提升。
制造亡灵(Create Undead):13级时,赋生者将唤起死灵 (Create Undead)作为4环化合炼成加入到公式簿中。使用这个化合炼成的方式不是喝下,而是将其注射到作为材料的尸体之中,一个小时后,尸体在他的控制下复活成不死生物。这个化合炼成只能制造实体不死生物。
制造亡灵替换了此等级炼金炸弹伤害提升。
制造高等亡灵(Create Greater Undead):15级时,赋生者将唤起高等死灵 (Create Greater Undead)作为5环化合炼成加入到公式簿中。除此之外,这与唤起死灵化合炼成作用相同。
制造高等亡灵替换了此等级炼金炸弹伤害提升。
科研发现(Discoveries):以下科研发现可以完善赋生者的能力:炼金僵尸(Alchemical Zombie)、生命灵药(Elixir of life)、永恒药水(Eternal potion)、木乃伊化(Mummification)、保存器官(Preserve Organs)。
Reanimator
Source Ultimate Magic pg. 20
A reanimator is an alchemist who has discovered how to infuse a corpse with a semblance of life. Many work in tandem with necromancers to explore the fine border between the worlds of the living and the dead. A reanimator has the following class features.
Bomb: A reanimator’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This ability otherwise functions as and replaces the standard alchemist bomb class feature.
lesser animate
Simple Reanimation: At 7th level, a reanimator adds lesser animate dead to his formula book as a 3rd-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an undead creature under his control 1 hour later. The extract can only create zombies (including variant zombies). This ability replaces the increase to bomb damage at this level.
Create Undead: At 13th level, a reanimator adds create undead to his formula book as a 4th-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an uncontrolled undead 1 hour later. The extract can only create corporeal undead. This ability replaces the increase to bomb damage at this level.
Create Greater Undead: At 15th level, a reanimator adds create greater undead to his formula book as a 5th-level extract. This otherwise acts similarly to a create undead extract. This ability replaces the increase to bomb damage at this level.
Discoveries: The following discoveries complement the reanimator archetype: alchemical zombie, elixir of life, eternal potion, mummification, and preserve organs.
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感谢 白药君 翻译了原始版的皇家药师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=89924.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 皇家药师(Royal Alchemist)
出自 皇庭英豪(Heroes of the High Court) 11页
猜忌和疑心在内海世界的贵族宫廷里猖獗横行。出于这种不信任感,许多统治者经常雇佣专门的炼金术师为贵族及其宾客提供保护,避免他们受到剧毒和疾病的困扰。皇家药剂师的传统起源于誓言之战后的拉哈多姆,过往牧师和祭祀为人们提供的保护被他们所取代。如今,皇家药剂师遍布在切利亚斯,伽尔特,塔尔多的宫廷内。甚至在盖布,鲜血领主(Blood Lords)的活人贵客也会被周遭的死者所保护着。
本职技能(Class Skills):皇家药师将生存和知识(自然)移出本职技能列表,但将交涉和知识(贵族)加入本职技能列表。
这调整了皇家药师的本职技能列表。
万灵药(Alchemical Antidote):2级起,皇家药剂师可以把抗毒剂,药物以及其他处方混合在一起,并做成可以给任何人服用的万灵药。皇家药剂师在每日准备化合炼成的时候能制造一定量的万灵药。万灵药一旦被创造出来,在它失效前可以储存一天。制造万灵药的材料价格大都是可以忽略不计的。在应用专长以及科研发现时,万灵药不被视作是化合炼成或者灌注炼成。
皇家药师得到一个灵药池,大小等同于1/2皇家药师等级+他的智力调整值。皇家药剂师能把灵药池中的灵药点分配成任意数量的万灵药,尽管每剂万灵药可拥有的最大灵药点上限不能超过其炼金术士等级的1/2(至少为1)。每一点灵药点都可以为服用万灵药的对象在对抗毒素豁免时提供+1炼金加值,持续等同于皇家药剂师智力修正的小时数(至少为1)。
皇家药剂师同样也能制作对抗疾病的万灵药。皇家药剂师每花费两点灵药点,都可以为服用万灵药的对象在24小时内对抗疾病豁免时提供+1炼金加值。皇家药剂师也能从池中消耗10点灵药点以让服用者免疫疾病或者毒素(在他制作万灵药时决定)。服用万灵药后,免疫效果持续等同于皇家药剂师智力修正的分钟数(至少为1)。万灵药只能针对毒素或疾病的其中一种提供保护,不能同时针对两者生效。
6级起,皇家药剂师能通过一个整轮动作对任何未使用的万灵药进行重调分配,并对其进行混合或者稀释。要用这种方法进行重调分配,皇家药剂师必须手持所有需要进行调整的万灵药。
万灵药替换了用毒,迅捷上毒。
Royal Alchemist
Source Heroes of the High Court pg. 11
Paranoia runs rampant among the noble courts of the Inner Sea. On account of this distrust, many rulers often hire specialized alchemists capable of concocting protections from both poisons and diseases for the nobles and their guests. The royal alchemist tradition began in the nation of Rahadoum shortly after the Oath Wars as a replacement for the protection once offered by the clerics and priests of the region. Today, royal alchemists are found in the courts of Cheliax, Galt, Taldor, and, surprisingly, Geb, where living visitors to the Blood Lords are offered protection from the death around them.
Class Skills: A royal alchemist adds Diplomacy and Knowledge (nobility) to his list of class skills instead of Knowledge (nature) and Survival.
This alters the alchemist’s class skills.
Alchemical Antidote: At 2nd level, a royal alchemist can blend special mixes of antitoxin, medicine, and other remedies into alchemical antidotes that can be imbibed by anyone. The royal alchemist creates his alchemical antidotes when he prepares his extracts for the day; they remain potent for 1 day before losing their properties, and the cost of the materials used to make them is insignificant. An alchemical antidote does not qualify as an extract or an infusion for the purpose of feats or discoveries.
The royal alchemist has a pool of points equal to 1/2 his alchemist level + his Intelligence bonus that he can divide among any number of alchemical antidotes, though the maximum number of points he can spend on a single antidote is equal to 1/2 his alchemist level (minimum 1). Each point grants the imbiber of the alchemical antidote a +1 alchemical bonus on saving throws against poison for a number of hours equal to the royal alchemist’s Intelligence bonus (minimum 1).
The royal alchemist can also create an antidote that protects against diseases. For every 2 points the royal alchemist spends from his pool, the imbiber of the alchemical antidote gains a +1 alchemical bonus on saving throws against disease for 24 hours. The royal alchemist can expend 10 points from his pool to provide immunity to diseases or poisons (decided by him at the time of the antidote’s creation); this immunity lasts for a number of minutes equal to the royal alchemist’s Intelligence bonus (minimum 1) after the antidote is imbibed. An alchemical remedy can protect against either diseases or poisons, but not both.
At 6th level, the royal alchemist can alter the distribution of the bonuses of any unused alchemical antidotes as a full-round action, either combining them or splitting the bonuses further. The royal alchemist must be holding all unused alchemical antidotes he wishes to alter in this way.
This ability replaces the alchemist’s poison use and swift poisoning.
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感谢 弑君者伊恩 翻译了原始版的破坏狂变体 (https://www.goddessfantasy.net/bbs/?topic=50277.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 破坏狂(Saboteur)
出自 进阶种族手册(Advanced Race Guide) 36页
破坏狂精通于于破坏敌人的计划、设备和盟军。破坏狂的炼金研究专注于掩蔽自己、散布混乱和把大型建筑炸上天的新方法上。
本职技能(Class Skills):破坏狂将知识(自然)移出本职技能列表,但将知识(工程)加入本职技能列表。
这调整了爆破狂的本职技能列表。
变色龙突变剂(Chameleon Mutagen,Su):1级起,破坏狂发现了如何制造一种可以让他吸收的独特药剂,以力量为代价增强他的潜行能力和机动性。饮用后,该药剂使破坏狂的皮肤变换显色以与背景吻合,同时让他的手上和脚上分泌出一种黏黏的物质。他在隐匿检定中获得相当于炼金术士等级一半的环境加值(最少+1),同时使他获得等同于基本速度一半的攀爬速度,持续时间为每破坏狂等级10分钟。此外,当变色龙药剂生效时,破坏狂在力量上承受-2罚值。
变色龙突变剂替换了突变药剂。喝下普通炼金术士突变药剂的破坏狂被视作非炼金术士。一切对突变药剂的限制都作用于变色龙药剂,如同它们效果相同。灌注突变(infuse mutagen)科研发现和持久突变药剂职业能力对变色龙药剂生效。
破坏狂科研发现(Saboteur Discoveries):破坏狂可以选用以下专用科研发现。
钻孔炸弹(Bore Bomb*):当破坏狂制造一枚炼金炸弹时,他可以选择将其制成一枚钻孔炸弹。若钻孔炸弹击中一面墙壁,大门,攻城器械或类似的大型、坚固的无生命建筑物,它可以忽略目标一半的硬度,并造成每破坏狂等级1点伤害。若钻孔炸弹将一件无生命目标的生命值降低至一半或更低,它可以在目标上炸出一个五尺宽五尺深的大洞。
复合炸弹(Complex Bomb):当破坏狂制造一枚炼金炸弹时,他可以选择让两项不同的修正炸弹伤害的科研发现(标注星号的科研发现)作用于它。每个科研发现都作用于炸弹伤害的半数伤害骰,向下取证。举例来说,一枚由9级破坏狂制造的震荡/冰霜炸弹造成2d4音波伤害+2d6寒冷伤害。制造一枚复合炸弹花费2次炼金炸弹能力的每日次数。
究极变色龙药剂(Grand Chameleon Mutagen):破坏狂的变色龙药剂现在在隐匿检定上赋予他相当于炼金术士等级的环境加值,同时也提供了相当于其基本速度的攀爬速度。破坏狂必须拥有高等变色龙药剂科研发现且达到至少16级才能选择该科研发现
高等变色龙药剂(Greater Chameleon Mutagen):破坏狂的变色龙药剂赋予他视线躲藏的能力,如同游侠同名能力,但是在任何地形中都生效。破坏狂需要达到至少12级才能选择该科研发现。
极致发现(Grand Discovery):破坏狂可以选用以下专用极致发现。
极致变色龙药剂(True Chameleon Mutagen):破坏狂的变色龙药剂现在使他如同处在高等隐形术和蛛行术的效果下,使用其炼金术士等级作为施法者等级决定药剂持续时间。破坏狂必须拥有高等变色龙药剂科研发现才能选择该科研发现。
科研发现(Discoveries):以下科研发现可以完善爆破狂的能力:强酸炸弹*(Acid bomb*)、震荡炸弹*(Concussive bomb*)、定时炸弹*(Delayed bomb*)、高爆炸弹*(Explosive bomb*)、急速炸弹(Fast bombs)、狱火炸弹*(Inferno bomb*)、
癫狂炸弹(Madness bomb)、精确炸弹(Precise bombs)、烟雾炸弹*(Smoke bomb*)、恶臭炸弹*(Stink bomb*)、爆裂飞弹(Explosive Missile)、焚化炸弹*(Immolation Bomb*)、攻城炸弹*(Siege Bomb*)、 致盲炸弹*(Blinding Bomb*)、异变药剂(Cognatogen)、困惑炸弹*(Confusion Bom)、绊足炸弹*(Tanglefoot Bomb)。
Saboteur
Source Advanced Race Guide pg. 36
The saboteur is an alchemist who specializes in destroying the plans, materials, and allies of his enemies. A saboteur has focused his alchemical research toward new ways to conceal his presence, sow confusion, and blow up large structures.
Class Skills: A saboteur adds Knowledge (engineering) to his list of class skills and removes Knowledge (nature) from his list of class skills.
Chameleon Mutagen (Su): At 1st level, a saboteur discovers how to create a special elixir that he can imbibe in order to heighten his ability to move undetected and his mobility at the cost of his physical might. When consumed, the elixir causes the saboteur’s skin to change color to match the background and causes his hands and feet to secrete a sticky residue. This grants him a circumstance bonus on Stealth checks equal to half his alchemist level (minimum +1), as well as granting him a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.
This ability replaces mutagen. A saboteur who drinks an alchemist’s mutagen is treated as a non-alchemist. All limitations to mutagens apply to chameleon mutagen as if it were the same ability. The infuse mutagen discovery and persistent mutagen class ability apply to the chameleon mutagen.
Saboteur Discoveries: The following new options may be taken as discoveries by a saboteur.
Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target’s hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.
Complex Bomb: When the saboteur creates a bomb, he can choose to have it modified by two different discoveries that modify a bomb’s damage (those discoveries marked with an asterisk). Each discovery modifies half the bomb’s damage dice, rounding down. For example, a concussive/frost bomb from a 9th-level saboteur deals 2d4 points of sonic damage + 2d6 points of frost damage. Creating a complex bomb counts as 2 daily uses of the bomb ability.
Grand Chameleon Mutagen: The saboteur’s chameleon mutagen now grants him a circumstance bonus on Stealth checks equal to his alchemist level, as well as granting him a climb speed equal to his normal movement speed. The saboteur must possess the greater chameleon mutagen discovery and be at least 16th level to select this discovery.
Greater Chameleon Mutagen: The saboteur’s chameleon mutagen now also grants the saboteur the hide in plain sight ability, as the ranger ability of the same name, but it functions in any terrain. The saboteur must be at least 12th level to select this discovery.
Grand Discoveries: A saboteur may select the following grand discovery.
True Chameleon Mutagen: The saboteur’s chameleon mutagen now acts as if he was under the effects of the greater invisibility and spider climb spells, using his alchemist level as the caster level, for the duration of the mutagen. The saboteur must possess the grand chameleon mutagen discovery to select this grand discovery.
Discoveries: The following discoveries complement the saboteur archetype: acid bomb, concussive bomb, delayed bomb, explosive bomb, fast bombs, inferno bomb, madness bomb, precise bombs, smoke bomb, stink bomb ; explosive missile, immolation bomb, siege bomb; blinding bomb, cognatogen, confusion bomb, tanglefoot bomb.
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感谢 折剑者绯月 翻译了原始版的圣礼炼金师变体 (http://m.goddessfantasy.net/bbs/index.php?topic=89836.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 圣礼炼金师(Sacrament Alchemist)
出自 治疗者手册(Healer's Handbook) 11页
圣礼炼金师为了她们的神扮演着各种各样的祭司角色。圣礼炼金师通常是那些不信仰她的神却又依靠她神圣力量的同伴的无价之宝。
信仰(Faithful):如同牧师一般,圣礼炼金师必须信仰一位神祗,并且与神祗的阵营相差不能超过一阶。
圣礼药剂(Sacramental Cognatogen,Su):圣礼炼金师作为她的神的仆人,她可以将特制的圣礼药剂涂抹全身。这个药剂在制造,饮用,持续时间还有导致非炼金术师反胃上和普通的异变药剂(Cognatogen)一致。当圣礼药剂产生作用,圣礼炼金师在敏捷上承受-2的减值。
圣礼药剂可以让圣礼炼金师和同等级的牧师一样使用属于她的神的一个领域或子域的神授力量,以此取代通常突变药剂给予的肉体增益。圣礼炼金师必须在制造圣礼药剂时选择一个领域或子域。只有她的阵营和阵营领域(秩序、混乱、善良、邪恶)一致时才能选择那个领域。她以炼金术师等级作为牧师等级来使用神授力量,并以智力修正代替感知修正决定使用次数。圣礼药剂的效果持续每炼金术师等级10分钟。
圣礼炼金师并不会获得每个领域的奖励法术也不会获得任何领域奖励法术位。圣礼炼金师的等级只是用来决定神授力量和能力,并不决定奖励法术。科研发现,与突变药剂相互作用的专长、科研发现以及职业特性都不会影响圣礼药剂。
圣礼药剂替换了突变药剂。圣礼炼金师无法选择突变药剂类科研发现。
神授炼金术(Divinely Inspired Alchemy,Su):3级起,圣礼炼金师的虔诚让她得到了很多新的炼金术的启发,尽管精神负担让她不能完美地重现出来。每天1次,当她准备化合炼成时,圣礼炼金师可以获得一个持续24小时的科研发现。在选择科研发现时她的炼金术师等级视作当前等级-2。
神授炼金术替换了迅捷炼金。
科研发现(Discoveries):以下科研发现可以完善圣礼炼金师的能力:混合炼成(Combine extracts)、 稀释药剂(Dilution)、灌注炼成(Infusion)
和远程洗礼(Ranged Baptism)。
Sacrament Alchemist
Source Healer's Handbook pg. 11
Sacrament alchemists serve in a great variety of priestly roles for their deities. A sacrament alchemist is often invaluable even to like-minded allies who are not adherents of the alchemist’s religion but who nonetheless rely on his divine abilities.
Faithful: Like a cleric, a sacrament alchemist must worship a deity, and must be within one step of his deity’s alignment.
Sacramental Cognatogen (Su): A sacrament alchemist can anoint himself as his deity’s servant using his own special version of a mutagen called a sacramental cognatogen. This is brewed, imbibed, maintained, and can nauseate non-alchemists in the same way as a mutagen. While a sacramental cognatogen is in effect, the sacrament alchemist takes a –2 penalty to Dexterity.
Instead of providing physical benefits, the sacramental cognatogen grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to his deity as if he were a cleric of his alchemist level. The sacrament alchemist must choose the domain or subdomain when he brews the sacramental cognatogen. A sacrament alchemist can select an alignment domain only if his alignment matches that domain. He treats his alchemist level as his cleric level for purposes of using these domain powers, and treats his Intelligence modifier as his Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level.
A sacrament alchemist doesn’t gain the bonus spells listed for each domain, nor does he gain any bonus spell slots. Levels of classes that normally provide access to domains stack with the sacrament alchemist’s alchemist level for purposes of determining domain powers and abilities, but not for purposes of determining bonus spells. Discoveries, feats, and effects that interact with the mutagen class feature do not affect sacramental cognatogen. A sacrament alchemist cannot take the cognatogen or mutagen discoveries.
This ability replaces mutagen.
Divinely Inspired Alchemy (Su): At 3rd level, a sacrament alchemist’s faith inspires him with ideas for novel alchemical achievements, although the mental strain means that he can’t reliably repeat them. Once per day while preparing extracts, for a period of 24 hours, a sacrament alchemist can gain an alchemist discovery for which he qualifies. He treats his alchemist level as 2 lower for the purpose of this discovery.
This ability replaces swift alchemy.
Discoveries: The following discoveries complement the sacrament alchemist archetype: combine extracts, dilution, infusion, and ranged baptism.
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感谢 祝孤生 翻译了原始版的修补匠变体 (https://www.goddessfantasy.net/bbs/index.php?topic=87092.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 修补匠(Tinkerer)
出自 内海诡道(Inner Sea Intrigue) 46页
修补匠不断钻研发条制品,制造需要他们定期维护的特殊生物并与其建立奇异的联系。大多数格拉里昂的修补匠都信仰布莱,并且多见于矮人和侏儒社群。
发条链接(Clockwork Bond,Ex):1级起,修补匠与他的一个造物建立了联系,并且无需任何花费来获得它。此能力如同法师奥术链接的魔宠能力,修补匠的有效法师等级等同于他的修补匠等级。如果修补匠之后从其它职业获得了魔宠能力,将该职业等级与炼金术士等级叠加来计算此魔宠的能力。
修补匠的魔宠可以是任意想要的形态,但数据和能力都如同发条斥侯(Clockwork Spy),再加上普通魔宠会获得的能力,它是一个具有发条亚种的构装体生物。3级起,如果修补匠拥有灌注炼成科研发现,发条魔宠就可以传递修补匠的化合炼成。7级起,发条斥侯魔宠可以与发条亚种的构装体生物交流。不像大多数魔宠,发条斥侯不会给予主人特殊能力。
花费1分钟并且通过一个DC15的医疗检定,修补匠可以回复发条魔宠1d4点生命值,在4级时可以回复1d6点生命值,此后每4级额外增长1d6,8级2d6,12级3d6,16级4d6,20级5d6。
发条链接替换了突变药剂。修补匠无法选择突变药剂类科研发现。
修补(Tinkering ,Ex):2级起,修补匠可以花费1小时来研究并改造他的发条魔宠,为其应用下表的选项之一。5级起,修补匠可以选择第二个选择。他不能重复选择同一个选项。他可以更换所选择的能力,但每个更换的能力都需要1小时。
·获得DR2/精金
·获得寒冷抗力5
·获得火焰抗力5
·挥击攻击伤害骰变为1d3
·隐匿检定获得+5炼金加值
·获得120尺黑暗视觉
·反射豁免获得+2抗力加值
·意志豁免获得+2抗力加值
·AC获得+2天生防御加值
·将飞行机动性变为普通
修改替换了毒性抗力+2、+4,用毒。
发条魔宠(Clockwork Familiar,Ex):6级时,修补匠将自己的魔宠改装为一个任意形态的发条魔宠(Clockwork Familiar)。她必须选择置物机关(Item Installation)中放入的物品类型。她能够免费获得发条魔宠,如同她是一个7级施法者并且拥有进阶魔宠专长。
发条魔宠替换了迅捷上毒。
高级修补(Greater Tinkering,Ex):8级起,修补匠可以通过对她的魔宠工作工作1小时来赋予它一项下表中的特殊能力。他可以更换所选择的能力,但这么做需要花费1小时。
·啮咬攻击造成1d4点伤害
·获得DR10/精金
·获得一个满足条件的奖励专长
·隐匿检定获得+10炼金加值
高级修补替换了毒性抗力+6。
发条改造(Clockwork Upgrade,Ex):10级起,修补匠学会了如何改变置物机关(Item Installation)中放置物品的类型。这需要他对魔宠工作1小时,并且24小时内只能改变一次。此外修补匠可以以移动动作将置物机关中使用过的物品移除并安装新的物品。
发条改造替换了毒素免疫。
发条拟物(Clockwork Mimicries ,Ex):14级起,修补匠可以用她的精湛手艺来创造一件魔法物品的发条拟态。这需要1小时不间断的工作,允许修补匠制造一件奇物,每日可以使用的小时数等同于他炼金术士等级。当她如此创造一个发条拟物时,修补匠必须支付等同于该物品制造价格的材料费。她无需满足其它的制造条件。修补匠无法用此能力制造一件消耗品奇物或是需要充能的奇物,并且同时只能拥有一件发条拟物。发条拟物在其它人手中无法生效。
修补匠可以花费1小时来拆解并重制她的发条拟物。当她拆解发条拟物时,他可以回收一半于制造价格的费用。她仍需支付制造新拟物的造物价格。这会重置发条拟物的每日使用时间。
发条拟物替换了长效突变药剂。
科研发现(Discoveries):以下科研发现可以完善修补匠的能力:混合炼成(Combine extracts)、稀释药剂(Dilution)、生命灵药(Elixir of life)、强效药水(Enhance potion)、永恒药水(Eternal potion)、延时药水(Extend potion)、 灌注炼成(Infusion)、创生学徒(Promethean Disciple)。
Tinkerer
Source Inner Sea Intrigue pg. 46
Tinkerers constantly dabble in clockworking, creating special familiars that they regularly upgrade and with which they form bizarre bonds. Many worship Brigh and can be found throughout Golarion, especially in dwarven and gnome communities.
Clockwork Bond (Ex): At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities.
A tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusion discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master.
With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level).
This ability replaces mutagen. A tinkerer cannot choose the cognatogen or mutagen discoveries.
Tinkering (Ex): At 2nd level, a tinkerer can spend 1 hour working on her clockwork spy familiar to enhance it with one of the options from the following list. At 5th level, the tinkerer can choose a second option from the list. The same option cannot be chosen twice.
A tinkerer can change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change.
The clockwork spy familiar gains DR 2/adamantine.
The clockwork spy familiar gains resist cold 5.
The clockwork spy familiar gains resist fire 5.
The clockwork spy’s slam attack deals 1d3 points of damage.
The clockwork spy gains a +5 alchemical bonus on Stealth checks.
The clockwork spy gains darkvision 120 feet.
The clockwork spy gains a +2 resistance bonus on Reflex saving throws.
The clockwork spy gains a +2 resistance bonus on Will saving throws.
The clockwork spy gains a +2 natural armor bonus.
The clockwork familiar’s maneuverability is average.
This ability replaces poison resistance +2, poison use, and poison resistance +4.
Clockwork Familiar (Ex): At 6th level, the tinkerer turns her familiar into a clockwork familiar that takes any form she wishes. She must choose which type of item is installed in the clockwork familiar. She gains the clockwork familiar at no cost, as if she were a 7th-level spellcaster with the Improved Familiar feat.
This ability replaces swift poisoning.
Greater Tinkering (Ex): At 8th level, a tinkerer can spend 1 hour working on her familiar to enhance it with one of the options from the following list. A tinkerer can change the enhancement applied to her familiar, but doing so takes 1 hour.
The clockwork familiar’s bite attack deals 1d4 points of damage.
The clockwork familiar gains DR 10/adamantine.
The clockwork familiar gains any feat for which it qualifies as a bonus feat.
The clockwork familiar gains a +10 alchemical bonus on Stealth checks.
This ability replaces poison resistance +6.
Clockwork Upgrade (Ex): At 10th level, a tinkerer has learned how to change the type of magic item her clockwork familiar can carry. This requires 1 hour of uninterrupted work. A tinkerer can change the type of item her clockwork familiar carries only once every 24 hours. Additionally, a tinkerer can remove a spent item and install a new one as a move action.
This ability replaces poison immunity.
Clockwork Mimicries (Ex): At 14th level, a tinkerer can use her mechanical mastery to create clockwork mimicries of powerful magic items. Doing so takes 1 hour of uninterrupted work, and allows the tinkerer to create a wondrous item that functions for a number of hours per day equal to her alchemist level. When creating such a clockwork item, the tinkerer must use materials worth an amount equal to the wondrous item’s construction cost. She need not meet any of the item’s other creation requirements. A tinkerer cannot create a mimicry of a consumable wondrous item or a wondrous item with finite charges, and she can have only one mimicry at a time. The clockwork item never functions as a wondrous item for any other creature.
The tinkerer can spend 1 hour disassembling a clockwork mimicry and reassembling it into a mimicry of a different wondrous item. When she disassembles a clockwork mimicry, she can salvage parts worth half of the mimicry’s creation cost. She still must pay the full creation cost for the new mimicry. This resets the duration the mimicry functions per day.
This replaces persistent mutagen.
Discoveries: The following discoveries complement the tinkerer archetype combine extract, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, and promethean disciple.
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感谢 傻豆 翻译了原始版的制毒师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=79282.0)。
本篇由 晓慕思姬 进行更新与除错。
制毒师(Toxicant)
出自 阴招战术工具箱(Dirty Tactics Toolbox) 7页
在卡塔佩什和匕痕城这样地方,毒素可以公开合法地制造与流通。一些被称之为制毒师的炼金术士痴迷于使用和传递毒药的方式,甚至研究出了将毒物流遍自己的全身,以便最快捷隐蔽地毒杀目标的技艺。
毒性分泌物(Toxic Secretion,Ex):1级起,制毒师从其他的有毒生物的生理结构中学会了将毒素储存在自己的皮肤表面的方法。每天一次,制毒师可以花费10分钟时间,调理并让自己的皮肤吸收一剂较为温和的毒药。制毒师自己对此毒药免疫,但任何以徒手或天生武器命中他的生物都必须通过一个DC=10+1/2制毒师等级+他的智力调整值的强韧豁免检定,否则受到相当于制毒师智力调整值的伤害。4级起,该生物在受伤一轮后还必须再通过一次相同的豁免检定否则额外承受一次伤害,只要目标没有豁免成功,这个效果就会不断重复,最多生效相当于1+每4个制毒师等级次(在20级时达到最高6次)。这是一个毒素效果。如果制毒师选择以一个标准动作压制自己皮肤的毒性,他会保持无害状态1小时时间或直到他以一个标准动作再次激活它为止。
从3级开始以及之后的每3级时,制毒师可以选取一种状态附加在他的毒性分泌物上,一旦选择便无法更换。只要该生物在对抗毒性分泌物的豁免检定上失败,该生物就会承受这种不良状态直到毒性分泌物影响结束或豁免检定成功为止。当制毒师提升到更高等级时,制毒师的毒躯能够造成的不良效果也更强(并且取代较低等级的不良效果),选取高级状态必须先选取被取代的低级不良状态,以下是制毒师可以选择造成的不良效果:
3级:流血(1d6),目眩,疲乏,恶心
6级:眩晕,战栗
9级:目盲(取代目眩)或恍惚(取代眩晕)
12级:力竭(取代疲乏)
18级:震慑(取代力竭与恍惚)。
以一个迅捷动作,制毒师可以将自己身上的分泌物凝聚起来,然后就可以通过一次近战接触攻击传递出去或涂抹在武器上。被击中的目标需要进行豁免检定,如同接触到毒性分泌物一般。制毒师每天可以凝聚毒素的次数等同于制毒师等级+他的智力调整值次。
毒性分泌物替换了突变药剂
毒性滞留(Toxic Digestion,Ex):4级起,制毒师可以以一个标准动作喝下一剂毒药并将其滞留在自己体内。制毒师不会受到该毒药的影响也不需要进行豁免检定。当制毒师毒性分泌物下一次造成伤害时(无论是通过攻击或是被攻击),该敌人将会暴露于制毒师喝下的这剂毒药而非正常毒性分泌物的效果下(豁免DC,持续时间,潜伏期等与毒药相同),即使这剂毒药并不是接触毒药。如果在此期间制毒师喝下了一剂新的毒药,则原来的毒药效果消失。
毒素滞留替换了长效突变药剂。
Toxicant
Source Dirty Tactics Toolbox pg. 7
In lands such as Daggermark and Katapesh where poisons are legal and may be openly studied and sold, some alchemists obsess over the myriad ways that poisons and venoms can be applied and delivered. Known as toxicants, these deadly artists induce the production of deadly secretions within their own bodies in order to better inflict crippling conditions upon their foes.
Toxic Secretion (Ex): At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). This is a poison effect (Ultimate Magic 138). The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.
At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose. Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends. At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).
As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.
This ability replaces mutagen.
Toxic Digestion (Ex): At 14th level, a toxicant can drink a poison as a standard action and suspend it within her own body. She is not affected by the poison, and doesn’t need to attempt saving throws against it. When the toxicant next uses her toxic secretion on a creature that attacks her with a natural or unarmed attack, she can expose the attacker to the digested poison (with that poison’s normal duration, effects, and save DC) rather than her normal toxic secretion, even if the digested poison isn’t normally a contact poison. The alchemist can maintain only a single digested poison at a time. If she digests a new poison, any older digested poison is lost. This ability replaces persistent mutagen.
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感谢 PATIBAUL 翻译了原始版的陷阱破坏者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=60415.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 陷阱爆破者(Trap Breaker)
出自 地城大师手册(Dungeoneer's Handbook) 23页
陷阱爆破者放弃了对毒药的探寻,转而开始了对陷阱的钻研,他们用自己灵活的手指解除危险的装置,同时也用自己的炼金知识布下毁天灭地的雷区。
寻找陷阱(Trapfinding,Ex):2级起,陷阱爆破者获得寻找陷阱(Trapfinding)职业能力,如同游荡者同名职业能力。
寻找陷阱替换了用毒,毒性抗力+2。
爆破拆除(Explosive Disarm,Ex):5级起,陷阱爆破者可以利用爆炸而非解除装置检定来拆除陷阱。以一个整轮动作,陷阱爆破者可以用一枚炼金炸弹对陷阱进行远程解除攻击,使用陷阱的解除装置DC作为AC。如果攻击命中,炸弹会解除陷阱而不触发它,如果攻击未命中,则炸弹的溅射会激活陷阱。陷阱破坏者必须知道陷阱的位置,并且能够通过远程接触攻击攻击到它才能使用此能力。8级起,陷阱爆破者还可以使用这个能力解除魔法陷阱。
爆破拆除替换了毒性抗力+4、+6。
地雷(Land Mine,Ex):6级起,陷阱爆破者可以将他的炸弹变成地雷。设置地雷是一个会引发借机攻击的整轮动作。地雷占据一个五尺方格的空间,并且不能与任何陷阱、地雷、魔法陷阱放置在同一空间。陷阱爆破者可以将任何可以应用于炸弹的科研发现应用于地雷上。制造地雷需要消耗两次炼金炸弹使用次数,发现地雷的察觉检定、解除地雷的解除装置检定以及避免其影响的豁免检定DC等同于10+1/2陷阱破坏者等级+他的智力调整值。地雷持续每个陷阱爆破者等级一天或被触发为止,以先发生者为准。
类型:机械;触发:位置;复位:无
地雷替换了迅捷上毒。
雷区(Bombs Away,Ex):10级起,陷阱爆破者学习了如何最大化利用炸药爆破特性的专业知识。他制造地雷现在只需要消耗一次炼金炸弹使用次数。
雷区替换了毒素免疫
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本篇由 晓慕思姬 翻译。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 通天大盗(Vaultbreaker)
出自 反派志(Villain Codex) 236页
通天大盗将隐匿与制造炼金炸弹的才华相结合,制造出了一种可以破除锁具、铰链或是类似防护设备的特殊炸弹。
不请自入(Breaking and Entering,Ex):通天大盗获得隐匿作为本职技能,并且可以解除魔法陷阱,就好像她是一个有着寻找陷阱能力的游荡者一般。
不请自入调整了通天大盗的本职技能列表,并替换了制造药水。
游荡者天赋(Rogue Talents):通天大盗可以选取如下游荡者天赋来代替科研发现:平步登天(Expert Leaper)、快速潜行(Fast Stealth)、稳行者(Ledge Walker)、飞檐走壁(Nimble Climber)或翻墙者(Wall Scramble)。
这调整了科研发现。
破锁者(Safecracking,Ex):1级起,通天大盗的炸弹可以用于破坏锁具。他获得渗透性炸弹(Penetrating Charge)作为奖励科研发现。通天大盗不会将自身的智力调整值添加到炼金炸弹或是投溅武器上。
破锁者替换了随手投掷
出自Villain Codex pg. 236
渗透性炸弹是一种专门用于解除锁具或类似设备的炸弹,它不能用于无锁的门、密封容器或是其他类似的设备 。以一个整轮动作,炼金术士可以将渗透性炸弹施加到锁具上。渗透性炸弹不会造成伤害,而是会渗入锁具内部并腐蚀它,随后在对其进行的解除装置检定中获得+5环境加值。通过10分钟的修复(这需要一个DC15的适当工艺检定)可以修复锁具并消除加值。
强化破锁者(Enhanced Safecracking ,Ex):3级时,通天大盗获得燃烧弹(Incendiary Charge)作为奖励科研发现,并且燃烧弹忽略物体前10点硬度而非5点。
强化破锁者调整了炼金炸弹并替换了用毒。
出自Villain Codex pg. 236
燃烧弹是一种专门用于克服非魔法物品硬度的炸弹。炼金术士可以以一个整轮动作放置并引燃燃烧弹,对物体造成正常的炸弹伤害(与大多数能量伤害不同,燃烧弹对具有硬度的物品造成的伤害不会减半)。此外燃烧弹会忽略物体前5点硬度。
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感谢 PATIBAUL 翻译了原始版的活体解剖师变体 (https://www.goddessfantasy.net/bbs/index.php?topic=40892.20)。
本篇由 晓慕思姬 进行更新与除错。
活体解剖师(Aerochemist)
出自 极限魔法(Ultimate Magic) 20页
活体解剖者研究肉体以便更好地了解其运作方式。与外科医生不同,活体解剖者的目的与施疗关系不大,而是更倾向于进行实验与获取大多数人会认为是邪恶的知识。
偷袭(Sneak Attack):1级时,活体解剖者获得与同级的游荡者相同的偷袭能力。若角色早已从其他职业处获得偷袭能力,那么将给予偷袭能力的职业等级叠加来决定判断偷袭额外伤害骰时的有效游荡者等级(所以炼金术士1/游荡者1会如同2级游荡者般具有+1d6的偷袭,炼金术士2/游荡者1会如同3级游荡者般具有+2d6的偷袭等等)。
偷袭替换了炼金炸弹
折磨者的利眼(Torturer’s Eye):2级时,活体解剖者将观命术 (Deathwatch)作为1环化合炼成加入到公式簿中。
残忍的解剖者(Cruel Anatomist):3级起,活体解剖者可以使用知识(自然)加值取代医疗技能加值。
痛苦变形(Torturous Transformation):7级时,活体解剖者将动物人化 (Anthropomorphic Animal)作为2环化合炼成加入到公式簿中。当他使用此化合炼成时,作为2小时手术过程的一部分,他会将这份化合炼成注射到动物体内。在手术过程中多次使用此剂化合炼成的话,他可以将持续时间乘上使用过的此剂化合炼成的数量。
9级时,活体解剖者将启蒙术 (Awaken)与恶意变形术 (Baleful Polymorph)作为3环化合炼成加入到公式簿中。当他使用启蒙术或恶意变形术化合炼成时,作为24小时手术过程的一部分,他会将这份化合炼成注射到目标(不能是植物)体内。借由花费7500 gp,他可以使动物人化对一个生物永久生效。
15级时,活体解剖者将再生术 (Regenerate)作为5环化合炼成加入到公式簿中。
流血攻击(Bleeding Attack):活体解剖者可以选择流血攻击(Bleeding Attack)游荡者天赋来代替科研发现。
致残攻击(Crippling Strike):10级或更高级别时,活体解剖者可以选择致残攻击(Crippling Strike)高等游荡者天赋来代替科研发现。
科研发现(Discoveries):以下科研发现可以完善活体解剖者的能力:炼金拟像(Alchemical Simulacrum)、浓缩毒药(Concentrate poison)、分身拟像(Doppelganger Simulacrum)、野性突变(Feral mutagen)、寄生畸胎(Parasitic Twin)、保存器官(Preserve Organs)、触手(Tentacle)、囊肿魔宠(Tumor Familiar)、畸变之臂(Vestigial Arm)、翅膀(Wings)。
Vivisectionist
Source Ultimate Magic pg. 20
A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist’s goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil. A vivisectionist has the following class features.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Torturer’s Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Torturous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.
At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken or baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.
At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract.
Bleeding Attack: A vivisectionist may select the bleeding attack rogue talent in place of a discovery.
Crippling Strike: At 10th level or later, a vivisectionist may select the crippling strike rogue talent in place of a discovery.
Discoveries: The following discoveries complement the vivisectionist archetype: alchemical simulacrum, concentrate poison, doppelganger simulacrum, feral mutagen, parasitic twin, preserve organs, tentacle, tumor familiar, vestigial arm, and wings.
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感谢 折剑者绯月 翻译了原始版的废土除疫者变体 (https://www.goddessfantasy.net/bbs/index.php?topic=89836.0)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 废土除疫者(Wasteland Blightbreaker)
出自 治疗者手册(Healer's Handbook) 10页
法力废土那不可思议的可怕毒性需要特殊的技能来消除。许多废土除疫者同时也是外科医生(Chirurgeon)。
医疗灌注(Healing Infusion,Sp,Su):2级起,废土除疫者可以如同拥有灌注炼成(Infusion)那样准备医疗学派的化合炼成,并且可以选择让任意数量的此类化合炼成失效,然后准备其他化合炼成来代替它们(与灌注炼成不同,这个能力并不会持续占据炼金术师的每日炼成位直到其被消耗或使用)如果废土除疫者拥有灌注炼成科研发现,或者是一个外科医生(Chirurgeon),那么每天一次,她可以用一个标准动作以类法术能力使用接触注射 (Touch Injection),但是只能吸收一个医疗学派的灌注炼成。
医疗灌注替换了毒性抗力+2。
迅捷医疗灌注(Swift Healing Infusions,Sp):6级起,废土除疫者可以用一个标准动作,如同使用接触注射 (Touch Injection)一般吸收一份医疗学派的灌注炼成,每天使用次数不限。当她以这种方式吸收一份灌注炼成,她可以用一个迅捷动作进行传递。
迅捷医疗灌注替换了迅捷上毒。
驱逐荒疫(Banish Blights,Su):8级起,废土除疫者可以结束任何正在影响一个生物的可以被破除结界(break enchantment)解除的效果。如果要这么做,那么目标必须喝下属于医疗学派的至少3环的灌注炼成。然后废土除疫者要和破除结界中所描述的一样进行一次施法者检定。如果检定成功,那么目标立刻结束从法术,诅咒或效果中受到的影响。
废土除疫者也可以使用这个能力来解除正在影响一个生物或者一个区域的原能事件(Pathfinder Campaign Setting: Inner Sea Magic12–13)。
对目标解除:目标必须喝下如上所述的灌注炼成,废土除疫者在施法者鉴定中对抗的DC为11+原能事件的CR。如果检定成功,原能事件会如同成功使用解除魔法一样结束。
对区域解除:以一个标准动作,废土除疫者将上文所述的灌注炼成倒在一个正在受到影响的方格,然后她必须尝试一次DC为11+原能事件的CR的施法者检定。如果检定成功,则原能事件会如同成功使用解除魔法一样结束。
驱逐荒疫替换了毒性抗力+6,8级科研发现。
科研发现(Discoveries):以下科研发现可以完善废土除疫者的能力:解法炸弹(dispelling bomb)、生命灵药(elixir of life)、医疗炸弹(healing bomb)、治愈之触(healing touch)、灌注炼成(infusion)、自体再生(spontaneous healing)。
Wasteland Blightbreaker
Source Healer's Handbook pg. 10
The deleterious effects of the weird hazards of the Mana Wastes require special skill to remedy. Many wasteland blightbreakers are also chirurgeons.
Healing Infusion (Sp, Su): At 2nd level, the blightbreaker can prepare extracts of the healing subschool as if he had the infusion discovery and can choose to render any such extracts inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). If the blightbreaker has the infusion discovery, or if he is also a chirurgeon, he can use touch injection as a spell-like ability once per day as a standard action, but only to absorb an infusion of the healing subschool.
This ability replaces poison resistance +2.
Swift Healing Infusions (Sp): At 6th level, the blightbreaker can absorb an infusion of the healing subschool as if with touch injection as a standard action an unlimited number of times per day. While he has a healing extract absorbed in this fashion, he can deliver it as a swift action.
This ability replaces swift poisoning.
Banish Blights (Su): At 8th level, a blightbreaker can end any effect affecting a creature that could be reversed by break enchantment. To do so, the affected creature must imbibe one of the blightbreaker’s infused extracts of the healing subschool of at least 3rd level. The blightbreaker must then attempt a caster level check as described in break enchantment. If the blightbreaker succeeds at the check, the creature is free of the spell, curse, or effect. The blightbreaker can also use this ability to attempt to dispel primal magic events (Pathfinder Campaign Setting: Inner Sea Magic 12–13) affecting a creature or an area. To do so, the affected creature must imbibe an infused extract as described above, and the blightbreaker must attempt a caster level check against a DC equal to 11 + the primal magic event’s CR. If he succeeds at the check, the primal magic event ends as if the blightbreaker had successfully used dispel magic. If the blightbreaker attempts to dispel a primal magic event affecting an area, as a standard action, he must dump an infused extract of the healing subschool of at least 3rd level onto an affected square. He then must attempt a caster level check against a DC equal to 11 + the primal magic event’s CR. If he succeeds at the check, the primal magic event ends as if the blightbreaker had successfully used dispel magic.
This ability replaces poison resistance +6 and the discovery gained at 8th level.
Discoveries: The following discoveries complement the wasteland blightbreaker archetype: dispelling bomb, elixir of life, healing bomb, healing touch, infusion, spontaneous healing.
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感谢 傻豆 翻译了原始版的爆击飞行士变体 (https://www.goddessfantasy.net/bbs/index.php?topic=71867.40)。
本篇由 晓慕思姬 进行更新与除错。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif) 空袭掠夺者(Winged Marauder)
出自 怪物志(Monster Codex) 104页
地精炼金术士创造了一种带有信息素的混合炼金药剂用于训诱巨秃鹫或是凶暴蝙蝠来执行他们的命令。他们将挽具绑在这些飞行动物的胸前,将自己悬挂在它们的下方,向着地面上那些无法反抗的人们扔下燃烧的火焰炸弹。
PFS修正:空袭掠夺者仅对地精为合法炼金术士变体选项。
本职技能(Class Skills):空袭掠夺者将解除装置、巧手和使用魔法装置移出本职技能列表,但将特技、驯养动物和骑术加入本职技能列表。
这调整了空袭掠夺者的本职技能列表。
飞兽驯养员(Flying Beast Tamer,Ex):1级时,空袭掠夺者获得一只飞行坐骑作为动物伙伴,这与德鲁伊自然纽带中的动物伙伴职业特性一样,但空袭掠夺者只能选择巨秃鹫或凶暴蝙蝠。空袭掠夺者的有效德鲁伊等级等于他的空袭掠夺者等级。他和他的伙伴不会获得法术共享能力。
飞兽驯养员替换了突变药剂,长效突变药剂。
科研发现(Discoveries):空袭掠夺者可以选用以下专用科研发现。
饲饮宠物(Sipping Pet,Ex):当空袭掠夺者与他的动物伙伴相邻或处于骑乘状态时,他可以使用一个标准动作让其喝下一定计量的液体(如化合炼成、灌注炼成、药水或是像抗毒剂这样的炼金液体),即使动物伙伴已经昏迷。空袭掠夺者必须拥有灌注炼成科研发现才能选择这个发现。
Winged Marauder
Source Monster Codex pg. 104
Goblin alchemists have created a mixture of pheromones that they use to manipulate and entice giant vultures or dire bats to do their bidding. These goblins strap harnesses to the chests of these flying animals and hang beneath them, dropping flaming alchemical solutions on the helpless folks below.
Class Skills: A winged marauder gains Acrobatics, Handle Animal, and Ride as class skills. These replace Disable Device, Sleight of Hand, and Use Magic Device as class skills.
Flying Beast Tamer (Ex): At 1st level, a winged marauder acquires a flying mount as an animal companion. This works as the druid animal companion class feature, except the marauder must select a dire bat or giant vulture. The marauder’s effective druid level is equal to his alchemist level. A marauder and his companion don’t gain the share spells ability. This ability replaces the mutagen and persistent mutagen class features.
Discovery: A winged marauder can select the following additional discovery.
Sipping Pet (Ex): As a standard action, the marauder can administer a dose of a liquid (such as an extract, infusion, potion, or an alchemical liquid like antitoxin) to his animal companion, even if the companion is unconscious. The alchemist must be adjacent to or riding the companion to use this ability. An alchemist must have the infusion discovery to select this discovery.
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晓慕辛苦叻
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辛苦了!<se.6>