作者 主题: 自用自翻资源帖  (阅读 985140 次)

副标题: 积少成多 滴水成河

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塑能系力竭射線
« 回帖 #380 于: 2018-05-07, 周一 12:28:55 »
出自《萨迦瓦,失落的殖民地 pg. 28》

中暑(Heatstroke)
學派              塑能系 [火]
環位             奧能師 3,德魯伊 3,猎人 3,術士/法師 3
施法時間       標準動作
成分              語言, 姿勢, 材料  (一滴汗)
距離              近距
效果              射線
持續時間       1分鐘/等級
豁免              強韌,通過則部分生效;見下文
法術抗力       可

一道摇曳的紅光從你的手指射出。你必須以射線成功進行一次遠程接觸攻擊以擊中你的目標。

此射線造成1d4点非致命伤害,使目标因身體大幅度升温而遭受中暑。除了以上描述外,此法术其余功能如同力竭射線 (Ray of Exhaustion)。

若目標穿戴厚重的衣物或任何种类的盔甲,其强韧检定-4罰值。

Heatstroke
Source Sargava, the Lost Colony pg. 28 (Amazon)
School evocation [fire]; Level arcanist 3, druid 3, hunter 3, sorcerer/wizard 3
Casting
Casting Time 1 standard action
Components V, S, M (a drop of sweat)
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 minute/level
Saving Throw Fortitude partial, see text; Spell Resistance yes
Description
A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target.

The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion.

Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
« 上次编辑: 2018-05-07, 周一 12:48:55 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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炼金物品
« 回帖 #381 于: 2018-05-12, 周六 22:05:15 »
凝神口香糖(Focus chew)出自《幽暗地域英杰 Heroes of the Darklands 28页》
价格:40gp;重量:无
类型:炼金道具
效果:这种海绵般的口香糖在被咀嚼时会释放出温和的兴奋剂来强化你的注意力。德洛人会利用凝神口香糖以改善自己的实验,然而来自其他幽暗地域文明的施法者也会将德洛人的处方用于研究当中。在咀嚼该口香糖的一小时内,你在专注检定上获得+2炼金加值,同时在所有基于智力的技能上获得+1炼金加值。


劇透 -   :
Focus chew
Source Heroes of the Darklands pg. 30
Price 40 gp; Weight —
Category Alchemical Tools
Description
When chewed, this spongy gum releases mild stimulants that heighten your focus. Derros use focus chew in an effort to improve their experiments, though spellcasters from other Darklands cultures have adopted their recipe for use in research. For up to 1 hour while chewing focus chew, you gain a +2 alchemical bonus on concentration checks and a +1 alchemical bonus on Intelligence-based skill checks.

【注:按照PFS的clarifications,炼金术师和调查员可以通过DC 25的工艺(炼金术)检定来制作该物品】

离线 白药君

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炼金物品
« 回帖 #382 于: 2018-05-12, 周六 22:56:18 »
胡蜂腑(Waspguts)出自《内海诡道 Inner Sea Intrigue 50页》
价格:100gp;重量:2磅
类别:炼金道具
制作:工艺(炼金术)DC 20
描述:这种金色油质的炼金试剂能覆盖在任何表面或是以某一接触攻击来进行传递(持用者若没有穿戴手套并在之后处理掉的话也会暴露在其影响之下)。被胡蜂腑沾上的生物或物品则会招惹愤怒的虫子。30尺内的虫类生物都会最优先攻击该目标,而非其他可攻击的生物。而1英里以内的黄蜂也会受到影响;在大部分黄蜂生息的环境里,目标每小时都会遭到至少一只狂怒黄蜂的蛰刺。该效果持续8小时或直到被洗掉或是刮掉(需要一个整轮动作)。胡蜂腑同样可以作为溅射武器来进行投掷。直接命中不会造成伤害,但目标将会受到胡蜂腑效果的影响。制作胡蜂腑需要通过一个DC20的工艺(炼金术)检定。


劇透 -   :
Waspguts
Source Inner Sea Intrigue pg. 50
Price 100 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This golden, oily alchemical reagent can be applied to any surface or delivered as a touch attack (the wielder exposes herself unless she uses a glove and disposes of it afterward). A creature or object marked with waspguts attracts angry insects. Vermin within 30 feet attack the target over other available creatures. Wasps are affected at a range of up to 1 mile; in most environments where wasps live, the target is stung by at least one wild wasp per hour. The effect lasts 8 hours or until washed or scraped off (a full-round action). Waspguts can also be thrown as a splash weapon. A direct hit deals no damage, but exposes the target to the waspguts’ effects. Crafting waspguts requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

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法术
« 回帖 #383 于: 2018-05-30, 周三 22:39:53 »
劇透 -   :
Retrieve Item
Source Classic Treasures Revisited pg. 27 (Amazon)
School conjuration (calling); Level arcanist 2, bard 2, skald 2, sorcerer/wizard 2
Casting
Casting Time 1 full round
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Target an unattended object weighing 1 lb. or less whose longest dimension is 6 inches or less
Duration permanent until discharged
Saving Throw none; Spell Resistance no
Description
You call a specific nonliving item directly to your hand from a nearby location. First, you must cast the spell on the item while holding it. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and snapping your fingers. The item appears instantly in your hand.

If the item is in the possession of another creature, the spell fails.
物品召回(Retrieve Item)
*PFS可用
学派:咒法(呼唤)
来源:《经典宝物再现》27页
等级:奥能师2 ,吟游诗人2,歌者2,术士/法师2

施法:整轮动作
成分:语言,姿势

范围:远距 (400 英尺. + 40 英尺/每施法者等级)
目标:一件无人持有的物品,最多一磅重,最长尺寸不超过6英寸
持续:永久,直到被消耗
豁免:无
抗力:无

你将一件特定的无生命物体从附近直接送进自己手中。

首先,你必须拿着这件物品对其施放该法术。然后,你可以打个响指并说出一个特定的单字(在施法时设定)召唤该物品。

物品将立刻出现在你的手里。

如果物品被另一个生物占有,则法术失败。


参考了格里菲因的翻译。
« 上次编辑: 2018-05-31, 周四 15:32:45 由 longman123 »

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Re: 法术
« 回帖 #384 于: 2018-05-31, 周四 14:02:16 »
劇透 -   :
Retrieve Item
Source Classic Treasures Revisited pg. 27 (Amazon)
School conjuration (calling); Level arcanist 2, bard 2, skald 2, sorcerer/wizard 2
Casting
Casting Time 1 full round
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Target an unattended object weighing 1 lb. or less whose longest dimension is 6 inches or less
Duration permanent until discharged
Saving Throw none; Spell Resistance no
Description
You call a specific nonliving item directly to your hand from a nearby location. First, you must cast the spell on the item while holding it. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and snapping your fingers. The item appears instantly in your hand.

If the item is in the possession of another creature, the spell fails.
物品召回(Retrieve Item)
*PFS可用
学派:咒法(呼唤)
来源:《经典宝物再现》27页
等级:奥能师2 ,吟游诗人2,歌者2,术士/法师2

施法:整轮动作
成分:语言,姿势

范围:远距 (400 英尺 + 40 英尺/每施法者等级)
目标:一件无人持有的物品,最多一磅重,最长尺寸不超过6英寸
持续:永久,直到被消耗
豁免:无
抗力:无

你将一件特定的无生命物体从附近直接送进自己手中。

首先,你必须拿着这件物品对其施放该法术。然后,你可以挥舞里的手指并说出一个特定的单字(在施法时设定)召唤该物品。

物品将立刻出现在你的手里。

如果物品在另一个生物体内,法术失败。


参考了格里菲因的翻译。

If the item is in the possession of another creature, the spell fails.
如果物品在另一个生物体内,法术失败。
在体內也太可怕了吧2333, possession可以解作擁有/佔有 :em020
snapping your fingers是打響指的意思, 挥舞里的手指是什么啦2333
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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术士血脉
« 回帖 #385 于: 2018-07-29, 周日 22:11:27 »
太阳血脉(Solar Bloodline)出自卡蒂亚,东方之珠(Campaign Setting: Qadira, Jewwl of the East)

服务于太阳女神教会的术士,可以展现出注入太阳荣光的力量。
赞美太阳!!

本职技能:察觉

奖励法术:灼热光辉(PFS:妖火)(3rd),日怒(5th),昼明术(7th),日蚀之盾(9th),焰击术(11th),真视术(13th),阳炎射线(15th),阳炎爆(17th),神威如狱(19th)

奖励专长:警觉,战斗施法,法术强效,精通先攻,闪电反射,法术瞬发,法术专攻,法术穿透

血统奥秘:当你施展一个带有【火焰】描述符的法术时,法术造成的伤害每骰增加1点。

血统力量:注入你的太阳之力改变了你与世界的互动方式,你的法术炽热如烈火,呼唤着你去抓紧胜利

太阳之视(Su):1级时,你获得昏暗视觉,并且不会目眩。如果你已经有昏暗视觉,则在对抗目盲效果时豁免获得+4加值。

火焰之友(Su):3级时,你获得10点火焰抗力。5级时,当你接触到火焰或者燃烧着的物品(包括炽焰武器、提灯、火把)时,任何目标为你的治疗效果每骰增加1点。9级时,你的火焰抗力增加至20点。20级时,你获得火焰免疫。

净化之焰(Su):9级时,每日2次,你可以使用火焰治疗自己或者盟友。以一个标准动作,你以火焰光环覆盖手掌,并接触自己或者盟友。此接触可以治疗 2d8+你的角色等级 点伤害。你还可以在以下状态中选择移除一种:1d6点属性伤害,目盲,困惑,目眩,耳聋,疾病,力竭,疲乏,反胃,中毒,恶心。20级时,你每日可以使用3次。

治愈之焰(Su):15级时,你可以每日2次引导能量,如同你等级一半的牧师。作为使用引导能量伤害不死生物的替代,你可以把正能量转化为火焰,造成等量的火焰伤害。

东方红,太阳升
升腾之日(Su):
20级时,以一个全回合动作,你可以转变为光明的虚体生物,每术士等级一轮。在此形态下,你获得虚体子类型,只受到实体魔法武器的一半伤害(非魔法武器不会伤害到你)。你的法术对实体生物造成一半伤害,不造成伤害的法术或技能正常生效。持续时间不需连续,但必须以1轮为单位。在此形态下,你穿越的任何生物(参见闯越战技)受到2d6点火焰伤害。

劇透 -   :
Solar Bloodline
Pathfinder Campaign Setting: Qadira, Jewwl of the East

Sorcerers who serve in the sun goddess’s court display powers infused with the glory of the sun itself.

Class Skill: Perception.

Bonus Spells: searing light (3rd), fury of the sun (5th), daylight (7th), shield of dawn (9th), flame strike (11th), true seeing (13th), sunbeam (15th), sunburst (17th), overwhelming presence (19th).

Bonus Feats: Alertness, Combat Casting, Empower Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Spell Focus, Spell Penatration.

Bloodline Arcana: Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled.

Bloodline Powers: The solar power that infuses your being alters the way you interact with the world, searing through your spells.

Sunsight (Su)
At 1st level, you gain low-light vision and cannot be dazzled. If you already have low-light vision, you instead gain a +4 bonus on saving throws against blindness effects.

Friend of Fire (Su)
At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20. At 20th level, you gain immunity to fire.

Cleansing Flame (Su)
At 9th level, twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 2d8 + your character level points of damage. You can also remove one of the following conditions affecting the target: 1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened. At 20th level, you can use this ability three times per day.

Healing Fire (Su)
At 15th level, you can channel energy twice per day as a cleric of half your level. Instead of using this ability to damage undead, you can convert the positive energy to flame and deal an equivalent amount of fire damage instead.

Solar Ascension (Su)
At 20th level, as a full-round action, you can become an incorporeal being of light for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype and take half the normal damage from corporeal magic attacks (you take no damage from nonmagical weapons and objects). Your spells deal half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-round increments. While in this form, any creature you move through (as the overrun combat maneuver) takes 2d6 points of fire damage.
« 上次编辑: 2023-10-02, 周一 17:17:13 由 flyingfox »

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盗贼天赋/高级天赋
« 回帖 #386 于: 2018-08-29, 周三 01:55:12 »
好像没人翻?

偷袭战技*(Ex) 出自魔法市集指南(Magical Marketplace):任何时刻当盗贼可以近战偷袭一名敌人时,她可以选择在这次攻击上承受-2减值并使用一次阴招/卸武/偷取/破武/绊摔战技取代造成偷袭伤害。如果攻击命中,盗贼造成正常的武器伤害,并以迅捷动作尝试一次战技检定(-2减值只影响武器攻击,不影响战技检定)。这次战技仍然触发借机攻击,除非盗贼有专长或能力让她不触发借机攻击

劇透 -   :
Sneaky Maneuver* (Ex): Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick(APG), disarm, steal(APG), sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity.

跟腱打击*(Ex) 出自魔法市集指南(Magical Marketplace):任何时刻当拥有此天赋的盗贼成功偷袭一名敌人时,她可以选择尝试一次跟腱打击来取代偷袭伤害。如果攻击命中前提不是已经提过要成功攻击才触发此天赋吗,盗贼造成正常的武器伤害,然而取代偷袭伤害,目标被击倒至俯卧并无法在下一轮之前进行移动动作。成功的强韧检定(DC=10+1/2盗贼等级+盗贼的敏捷修正)免疫此效果

劇透 -   :
Hamstring Strike* (Ex) : Anytime a rogue with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her opponent. If the attack succeeds, the rogue deals weapon damage as normal, but instead of the rogue dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC = 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier) negates this effect.
« 上次编辑: 2018-08-29, 周三 02:05:22 由 amlys9708 »

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Re: 自用自翻资源帖
« 回帖 #387 于: 2018-08-29, 周三 03:01:52 »
这两个都挺猛的,高级天赋那个无法进行移动动作简直无敌。
见证了丢人的币+1

离线 elmit

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UW魔宠(翻译和排版质量都很差,先放在这求订正)
« 回帖 #388 于: 2018-09-04, 周二 17:48:34 »
似乎是目前格拉利昂唯一一只给主人加医疗的魔宠

魔宠,缝线藤 出自极限荒野Ultimate Wilderness
这种蜷曲、滑动着的亮绿色线状藤蔓上覆盖着勾刺和小型倒钩

缝线藤 CR1/3
XP 135
绝对中立 超小型植物
先攻+1; 感官 低光视觉,血液感知; 察觉+1

防御
AC 13,接触13,措手不及12 (+1 敏捷,+2 体型)
hp 4 (1d8)
强韧+2,反射+1,意志+1
免疫 植物特性

攻击
速度 15尺,攀爬 15尺
近战 藤蔓 +3(1d2-4)
占据 2½尺;触及 0尺

数据
力量 3,敏捷 12,体质 10,智力 —,感知 13,魅力 5
BAB +0;CMB -1;CMD 5
专长 武器娴熟
技能 攀爬+4
特殊攻击 缝合伤口

生态
环境 落叶林
组织 单体,成对,或 诊所clinic(3-5)
财宝

特殊能力
血液感知(Ex):缝线藤能感知周围受到重伤的生物,包括那些至少受到总生命值一半伤害,或者正在遭受流血伤害的生物,就如同它具有灵敏嗅觉能力

缝合伤口(Ex):缝线藤会本能地锁定一个正在遭受流血伤害,或者至少受到总生命值一半伤害的生物。当它尝试以这种方式缝合伤口,它必须如常用藤蔓做出一次攻击,不过它的这次攻击获得缠身特性。如果它成功缠绕了一个生物(正常造成攻击伤害),该生物受到的任何流血伤害立即停止。缝线藤保持缠绕状态24小时,从吸取对象的血液来获取营养,但这并不足以造成任何追加的伤害。缝线藤在对象的生命值不再承受任何伤害,或是经过24小时后(以早发生者为准),自动脱落。缝线藤每天只能以这种方式缝合一次伤口

藤蔓(Ex):缝线藤的藤蔓攻击是一种造成穿刺和挥砍伤害的主要天生武器

缝线藤是一种带刺的共生生物,它们会缠绕在受伤的动物身上,寻找开放的伤口,并将这些伤口缝合——同时吸取几乎无害的数量的血液。本地生物通常能认出缝线藤,这不仅能避免将它们当成食物,也能保证在受伤的时候找得到它们。有时,一些超过一周没能得到食物的缝线藤也会伏击小型猎物

劇透 -   :
Familiar, Suture Vine
This twitching, slithering coil of bright-green vines is covered with hooked thorns and tiny barbs.

Suture Vine CR 1/3
Source Ultimate Wilderness pg. 207
XP 135
N Tiny plant
Init +1; Senses low-light vision, blood sense; Perception +1

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +1, Will +1
Immune plant traits

Offense
Speed 15 ft., climb 15 ft.
Melee vine +3 (1d2–4)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 3, Dex 12, Con 10, Int —, Wis 13, Cha 5
Base Atk +0; CMB –1; CMD 5
Feats Weapon FinesseB
Skills Climb +4
SQ seal wound

Ecology
Environment temperate forests
Organization solitary, pair, or clinic (3–5)
Treasure none

Special Abilities
Blood Sense (Ex) A suture vine can sense badly wounded creatures, including those at less than half their normal hit point total or suffering from bleed damage, as if it had the scent ability.

Seal Wound (Ex) A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim’s blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day.

Vine (Ex) A suture vine’s vine attack is a primary natural attack that deals piercing and slashing damage.

Suture vines are thorny, symbiotic organisms that snag rides on wounded animals, seek out open wounds, and knit those injuries closed—all while absorbing fairly harmless amounts of blood. Local animals often recognize suture vines, both avoiding them as food and seeking them out when wounded. A suture vine that goes without feeding for a week or more sometimes resorts to ambushing small prey.

魔宠特殊效果:主人医疗检定+3
劇透 -   :
Suture Vine:Master gains a +3 bonus on Heal checks
« 上次编辑: 2018-09-04, 周二 17:50:18 由 amlys9708 »

离线 elmit

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UW版本的香草药魔女改动
« 回帖 #389 于: 2018-09-06, 周四 12:06:13 »
砍了一刀,当医生真难。我只是去看看有没有加新庇护主,没想到看到了刀
感谢蒼月溟的荒野英雄版翻译,除了改动的地方以外都使用的原翻译

香草药魔女  出自极限荒野Ultimate Wildnerness荒野英雄Heroes of the Wild

一些女巫将毕身奉献于对药草知识的掌握。香草药魔女调製酿造味道恶心的药物、甜美的毒药以及其他来自原初野生的植物混合物。

庇护主:香草药魔女必须选择一个与自然世界相关的庇护域,如下表:先祖、动物、死亡、元素、治疗、瘟疫、植物、强壮、时间、水、冬季与智慧。

药草知识(Herb Lore, Ex):香草药魔女是药草学的大师,并且能使用他们的药草複製许多炼金术的效果彻底的展现于他们的酊剂工艺。香草药魔女可以尝试以专业(药草师)检定应用于任何工艺(炼金术)的地方并在专业(药草师)获得等同于她职业等级一半的奖励加值。

此外,香草药魔女擅于调製浓厚的备急本草经方。香草药女巫准备她的经方时须与她的魔宠交谈并且可以准备3+她的智力调整值的经方(至少为1)。如果一剂经方如果离开了香草药魔女的身上她将失去活性直到该剂经方重新回到香草药魔女的身上。

用一个标准动作,香草药魔女可以对自己或一个她可以接触到的生物施用经方,这会烧烬该经方,并使香草药魔女尝试一个专业(药草师)的检定进行重试DC豁免检定对受到任一疾病或毒药的影响者,若检定成功,则效果被压制1分钟;在10级时,若她的检定结果超过DC10点或更多,则效果立即终止。如果该疾病或中毒效果不允许豁免检定,则经方无效

香草药魔女也可以使用一剂经方,尝试解除目盲、耳聋、疲乏、反胃或恶心状态,这需要一个专业(药草师)检定DC等于造成该状态的咒语或效果,若该状态无豁免检定则DC检定等于25。若检定成功,则状态被移除,除非它是一个永久性状态;在10级时,若她的检定结果超过DC10点或更多,则经方可以移除永久性状态

每剂经方只能够解除一种状态、疾病或者毒素,并且一名生物每天只能从一剂经方处获益,无论香草药魔女的检定是否成功

这取代女巫在1级和10级所获得的巫术。

巫术:香草药魔女必须选取魔釜作为她的2级巫术。PFS:香草药魔女必须选取治愈,代替魔釜,作为她的2级巫术

推荐巫术:祈福、治癒、浸毒、沼泽鬼婆、女巫之瓶
推荐高等巫术:高等治癒、操控天气、女巫秘酿
推荐强力巫术:生命赐与

劇透 -   :

Herb Witch
Source Ultimate Wilderness pg. 89, Heroes of the Wild pg. 11 (Amazon)
Some witches dedicate their lives to the mastery of herb lore. Herb witches brew foul-tasting medicines, sweet poisons, and other concoctions from the untamed plants of the wild.

Patron Spells: An herb witch must choose a patron with a theme compatible with the needs of the natural world, selected from the following list: ancestors, animals, death, elements, healing, plague, strength, time, water, winter, wisdom, or woodlands.

This alters the witch’s patron spells.

Herb Lore (Ex): Herb witches are masters of herbalism, and they can use what they gather from garden or grove to duplicate many of the effects of alchemy. An herb witch can attempt Profession (herbalist) checks in place of Craft (alchemy) checks, and she gains a bonus on Profession (herbalist) checks equal to half her class level.

Herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares these remedies while communing with her familiar, during which she can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier.

As a standard action, the herb witch can administer a remedy to herself or a creature within reach which consumes the remedy. The herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If she is successful, the affliction is suppressed for 1 minute. At 10th level, if she exceeds the DC of the check by 10 or more, the affliction immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective.

An herb witch can also use a remedy to attempt to remove the blinded, deafened, fatigued, nauseated, sickened, and staggered conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow a saving throw. If the herb witch succeeds, the condition is removed unless the condition is permanent; at 10th level, if the herb witch succeeds by 10 or more, her remedy can remove a permanent condition.

Only a single condition, disease, or poison can be removed with each application of a remedy, and a creature can only benefit from one herbal remedy each day, whether or not the herb witch succeeds at her skill check.

This replaces the hexes gained at 1st and 10th levels.

Hexes: An herb witch must select cauldron as her hex at 2nd level. The following witch hexes complement the herb witch archetype: fortune, healing, poison steep, swamp hag.  PFS:The herb witch must select the healing hex at 2nd level in place of the cauldron hex

Major Hexes: The following major hexes complement the herb witch archetype: major healing, weather control, witch’s brew.

Grand Hexes: The following grand hex complements the herb witch archetype: life giver.
« 上次编辑: 2018-09-06, 周四 12:09:02 由 amlys9708 »