作者 主题: 【PF1e】全变体整理:炼金术士  (阅读 20381 次)

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Re: 【PF1】全变体整体:炼金术士
« 回帖 #20 于: 2023-06-11, 周日 06:43:30 »
感谢 PATIBAUL 翻译了原始版的灵质化学家变体
本篇由 晓慕思姬 进行更新与除错。

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)。

劇透 -  原文:
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
« 上次编辑: 2023-07-03, 周一 05:30:25 由 晓慕思姬 »
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Re: 【PF1e】全变体整体:炼金术士
« 回帖 #21 于: 2023-06-11, 周日 22:34:30 »
感谢 白药君 翻译了原始版的炼魂士变体
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。
引述: 灵魂科研
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。

劇透 -  原文:
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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Re: 【PF1e】全变体整体:炼金术士
« 回帖 #22 于: 2023-06-12, 周一 01:08:32 »
感谢 张辽 翻译了原始版的邪术毒师变体
本篇由 晓慕思姬 进行更新与除错。

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。
引述: 邪术毒师专用科研发现
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。
劇透 -  原文:
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.
« 上次编辑: 2023-07-03, 周一 22:36:55 由 晓慕思姬 »
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Re: 【PF1e】全变体整体:炼金术士
« 回帖 #23 于: 2023-06-12, 周一 04:42:27 »
果园原翻译链接已失效,该变体由晓慕思姬翻译。

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。

劇透 -  原文:
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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #24 于: 2023-06-12, 周一 13:20:16 »
感谢 星云迷蒙 翻译了原始版的能量科研员变体
本篇由 晓慕思姬 进行更新与除错。

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。
引述: 炼金物品
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。

劇透 -  原文:
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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #25 于: 2023-06-12, 周一 14:39:00 »
感谢 丞相 翻译了原始版的身酿酵师变体
本篇由 晓慕思姬 进行更新与除错。

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。

劇透 -  原文:
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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #26 于: 2023-06-12, 周一 16:47:49 »
感谢 四月 翻译了原始版的炸弹人变体
本篇由 晓慕思姬 进行更新与除错。

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)。

劇透 -  原文:
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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #27 于: 2023-06-22, 周四 01:42:51 »
感谢 Πληΐαδες 翻译了原始版的第一世界革新者变体
本篇由 晓慕思姬 进行更新与除错。

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。
引述: 原初试剂效果
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。

劇透 -  原文:
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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #28 于: 2023-06-22, 周四 08:51:23 »
感谢 德拉卡 翻译了原始版的幽影化学家变体
本篇由 晓慕思姬 进行更新与除错。

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)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。

劇透 -  原文:
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.
« 上次编辑: 2023-07-03, 周一 05:33:42 由 晓慕思姬 »
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

我所见证的冒险之路
《正义之怒》

我所诉说的故事结局
《冬临天下》

离线 晓慕思姬

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #29 于: 2023-06-22, 周四 13:00:01 »
感谢 PATIBAUL 翻译了原始版的掷弹兵变体
本篇由 晓慕思姬 进行更新与除错。

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。

劇透 -  原文:
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
« 上次编辑: 2024-02-29, 周四 23:11:28 由 晓慕思姬 »
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

我所见证的冒险之路
《正义之怒》

我所诉说的故事结局
《冬临天下》