作者 主题: 中转站  (阅读 151888 次)

副标题: Assuming Anything Above Average?

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Re: 中转站
« 回帖 #10 于: 2020-11-21, 周六 10:42:46 »

炼金定装弹,灰尘弹(Alchemical Cartridges,Gray Dust Cartridge)
50gp
尖啸弹头(Bullet,screaming)
20gp

炼金定装弹:阿肯斯塔的发明家们发明了一种炼金定装弹,使得他们的铳士能够在他处压制和扰乱施法者敌人。
  灰尘弹(Alchemical Cartridges,Gray Dust Cartridge):装有神秘的抑法尘埃的子弹,在受到冲击时会爆炸并扰乱施法。灰尘弹仅造成一半伤害,但被命中的生物在施法时的专注检定承受-10减值的且不能防御式施法,持续1D4轮。
  尖啸弹头(Bullet,Screaming):这种弹头在击发时会发出尖厉的尖啸。如果作为挫败士气的一部分击发,它会为这次检定提供+5加值。如果作为惊异射击(Startling Shot)炫技使用,目标的措手不及额外延长一轮。



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Heroes of Garund
Garund holds many civilizations, both ancient and modern, and the people there use sophisticated technology, magic, and social customs to command the respect of other nations.

ALKENSTAR GUNS AND AMMUNITION
The following new guns and ammunition are available to players with access to firearms technology from Alkenstar. See Pathfinder RPG Ultimate Combat for more on firearms.
Air Repeater: This long-barreled firearm is powered by a removable compressed air reservoir. A misfire while an air repeater has the broken condition does not cause the firearm to explode, but it does destroy the air reservoir. An air repeater can fire 6 shots before the air reservoir is depleted. An air repeater comes with three air reservoirs. Replacing the air reservoir requires 1 minute. The Rapid Reload feat reduces this to a full-round action.
Air Reservoir: A spare reservoir of compressed air comes with 6 pieces of ammunition to be used with an air repeater.
Alchemical Cartridges: Alkenstar’s inventors have devised alchemical cartridges enabling their gunslingers to suppress and disrupt enemy spellcasters in other lands.
Gray Dust Cartridge: Packed with mysterious magic-suppressing dust from the Mana Wastes, these rounds burst on impact and inhibit spellcasting. When a gray dust cartridge strikes a target, it deals only half damage, but the creature struck takes a –10 penalty on concentration checks to cast spells for 1d4 rounds and cannot cast defensively.
Gray Dust Shot Cartridge: This version of the gray dust cartridge can be loaded only into a weapon with the scatter quality. It functions similarly to a gray dust cartridge, except upon impact it bursts into a 20-foot-radius cloud. Creatures within the cloud take a –5 penalty on concentration checks to cast spells. This cloud dissipates in 1d6 rounds in still air. Light wind disperses the cloud in 1 round.
Smoke Cartridge: This cartridge can be loaded only into a weapon with the scatter quality. Upon striking a target, it deals no damage, but instead bursts into a cloud of smoke in a 20-foot radius. This smoke impairs sight beyond 5 feet; any creature farther away gains concealment (20% miss chance). The cloud disperses after 1d4 rounds, or in 1 round in light wind.
Bullet, Screaming: This ammunition makes a piercing scream when fired. If fired as part of an Intimidate check, it imparts a +5 bonus on the check. If used with the startling shot deed, the target is flat-footed for an additional round.
Breech-Loader: This double-barreled pistol variant has its barrel attached to its stock by a hinge, enabling ammunition to be loaded quickly and easily. Reloading a breech-loader is a standard action that reloads both barrels; the Rapid Reload feat reduces this to a move action.

« 上次编辑: 2021-03-07, 周日 13:31:53 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
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Re: 中转站
« 回帖 #11 于: 2020-12-05, 周六 15:57:44 »

镭武器(Radium Weapon)
Pathfinder: Worldscape #2
巴松人的武器都用当地稀有的木材制成,而金属部件由铝和钢的合金组成,其强度超过了地球上的金属(使巴松武器的硬度达到12)。镭武器发射一种特殊的子弹,必须在人工光源下制造,因为暴露在阳光下会导致爆炸。当子弹击中目标时,它们就会碎裂,露出里面的镭粉。当阳光照射到这种物质的时候,它就会发生相当猛烈的爆炸,使得这种武器具有多功能,既可用于直接射击,也可用于压制射击。镭武器遵循《极限战斗》中的先进火器(Advanced Firearm)的一般规则。

所有镭武器都使用镭弹作为弹药。因此,除了瞄准特定生物或物体外,持枪者还可以用镭武器向一个无人的方格开火,类似于投掷投炸武器。目标方块15英尺内的所有生物都会受到2d6点挥砍/穿刺/钝击伤害(反射DC 15减半)。镭弹的伤害不会因为用来射击的武器大小而改变。镭弹在太阳光所及以外的地方,比如地下或夜间,无法有效地被发射。镭弹的价格为每发3gp。
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Radium Weapons
Barsoomian firearms are stocked with rare local woods. Metal components consist of an alloy of aluminum and steel that exceeds the strength of Earth metals (giving Barsoomian firarms a hardness of 12). Radium weapons fire special cartridges that must be manufactured under artificial light, as exposure to sunlight results in an explosion. When the cartridges strike their target they shatter exposing the radium powder within. The moment sunlight strikes this substance it explodes with considerable violence, making the weapons versatile for either direct fire or suppressive fire. Radium weapons follow the general rules for advanced firearms found in Pathfinder Roleplaying Game: Ultimate Combat.

All radium weapons use radium cartridges for ammunition. As a result. in addition to targeting specific creatures or objects. the wielder may fire a radium weapon at an unoccupied square similar to throwing a splash weapon (Pathfinder RFC Core Rulebook 202). All creatures within 15 feet of the targeted square take 2d6 points of bludgeoning, piercing, and slashing damage (Reflex DC 15 half). Radium cartridge damage does not change based on the size of the weapon used to fire them. Radium cartridges cannot be fired effectively in this way outside the rays of the sun, such as underground or at night. Radium cartridges cost 3 gp per cartridge.
镭手枪
价格 4,500 gp 重量 3 lbs.
伤害 1d6 (小), 1d8 (中), 2d6(大); 重击倍数 x4; 射程 30 ft.; 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1; 容弹量 6
类别:单手火器;熟练 异种武器
镭手枪是一种单手武器,它的转轮枪巢内有六个膛室。每个膛室都装有特殊的镭粉弹,当一个膛室发射后,转轮会自动旋转(不需要额外的手或动作),为下一个膛室做好准备。
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Radium pistol
Statistics
Cost 4,500 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x4; Range 30 ft.; Type B and P; Special see text
Misfire 1; Capacity 6
Category One-Handed; Proficiency Exotic
Description
A radium pistol is a one-handed weapon with a revolving cylinder containing six chambers. Each chamberholdsaspecial radium-powder cartridge, and when one cartridge is fired, the cylinder automatically rotates (no extra hand or action required). readying the next cartridge for firing.
镭步枪
价格 5,500 gp 重量 10 lbs.
伤害1d8(小), 1d10(中), 2d8(大); 重击倍数x4; 射程 100 ft; 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1;容量1
类别 双手火器;熟练 异种武器
镭手枪是一种单手武器,它的转轮枪巢内有六个膛室。每个膛室都装有特殊的镭粉弹,当一个膛室发射后,转轮会自动旋转(不需要额外的手或动作),为下一个膛室做好准备。
这款双手武器的长枪管和线条结构使得它的射程甚至优于现代的地球武器。
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Radium rifle
Statistics
Cost 5,500 gp Weight 10 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x4; Range 100 ft.; Type B and P; Special see text
Misfire 1; Capacity 1
Category Two-Handed; Proficiency Exotic
Description
The long barrel and line construction ofthis two handed weapon allows for a range superior to even modern Earth rifles.
萨克步枪
价格 6,500 gp 重量 12 lbs.
伤害1d8(小), 1d10(中), 2d8(大); 重击倍数x4; 射程 1英里(原文如此); 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1-2;容量1
类别 双手火器;熟练 异种武器
说明
萨克步枪(以Barsoom最著名的绿色火星人部落命名)的结构与巴松的红色火星人使用的标准镭射步枪类似,具有与其大型武器使用者的凶暴相符的惊人射程和更强大的伤害能力。萨克步枪是一把大型双手武器。
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Thark rifle

Statistics
Cost 6,500 gp Weight 12 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x4; Range 1 mile; Type B and P; Special see text
Misfire 1-2; Capacity 1
Category Two-Handed; Proficiency Exotic
Description
Similar in construction to the standard radium rifle employed by Barsoom's red Martians, the Thark rifle (named for Barsoom's most prominent green Martian tribe) offers a staggering range and greater damage capacity fitting the brutality of its Large wielder. The Thark rifle is a Large two-handed weapon.

绿色火星人(Green Martian)
Pathfinder: Worldscape #2
在巴松的蛮荒种族中最为坚韧、最长寿的种族,数千名火星的绿人战士组成的野蛮部落游荡在星球的荒原上,作为游牧民族在破败的古城废墟和广阔的废土之间谋生活。绿色火星人与巴松的红,黑,黄,白居民始终在战争中。传说在很久很久以前,火星上的种族曾经有一个共同的祖先,但今天,像希雷姆(Helium)和佐丹格(Zodanga)这样的城邦里的文明红火星人大多认为绿色火星人是危险的,亚人类的袭击者。但他们高大的身躯、四条手臂和凶猛的战斗力让绿色火星人成为巴松最受敬畏的居民之一。

身体特征:绿色火星人身高12到15英尺。四条灵活的手臂、粗壮的獠牙和充满洞察力的红眼睛突出了他们的威严特征。他们穿着简单的皮具和珠宝,从很小的时候开始,每个人都随时随地至少带着一件武器。肤色从橄榄色到深林绿不等,在更野蛮的部落,如令人闻风丧胆的沃风(Warhoon)族中常见重重的疤痕。

每个成年的绿色火星人雌性每年产下大约13个卵,部落将其存放在定居点附近的地下保险库中。每年,部落首领都会去地窖检查这些蛋。除了最完美的100个之外,所有的蛋都会在每年补充新蛋时被销毁,以免部落发展到火星贫瘠的资源无法支持的规模。那些经过5年的淘汰后幸存下来的卵,会被运送到隐藏在巴松远古海洋干涸海床中的孵化器中,被太阳的光芒所滋养直到5年后的孵化。绿色火星人在40岁时达到成熟。一个绿色火星人的自然寿命可能会持续一千年之久,但大多数人在被认为 "老 "之前很久就在部落争吵、荣誉决斗、竞技场战斗和战争中被杀死了。

社会:绿色火星人在酋长与一群年长的战将辅佐的领导下聚集而成部落。他们的部落通常以他们所居住的巴松干涸海床边的古火星人遗弃的废墟城市的名字命名,不过很少有部落能长期定居下来,他们更青睐游牧生活,在艰苦卓绝的猎寻中获取火星沙漠的珍贵资源。所有的绿火星人都通过不断地展现技能、力量和勇气来维持他们在部落中的地位。绿色火星人倾向于表现出令人震惊的暴力,并有着黑色的幽默感:比起简单的讽刺或脑筋急转弯,他们更可能因为将敌人残暴地斩首而哈哈大笑。除了他们的武器和装具,绿色火星人倾向于财产的公共所有权,甚至集体抚养孩子,这使他们几乎没有友谊或家庭的概念。他们有限的心灵感应能力确保了绿色火星人只说寥寥数语,他们更喜欢粗暴的行动而非学术对话。

人际关系: 绿色火星人倾向于保持自己的独立性 而且天生就不信任巴松的其他野蛮种族。更文明的绿色火星人部落--如Jeddak Tars Tarkas领导下的萨克斯(Tharks)--与希雷姆(Helium)的红色火星人有共同的事业。尽管有共同的对伊苏斯(Issus)的宗教信仰,绿色火星人通常不常与白皮肤的瑟恩人(Thern)或黑皮肤的初生人(First Born)互动。绿色火星人对红色星球上的食人四臂猿特别反感,一看到他们就会发动攻击。

阵营和宗教信仰:绿色火星人粗暴,没有友谊和爱的情感,只崇拜身体的力量和勇气。大多数绿色火星人是混乱中立,崇拜伊苏斯(Issus),死亡和生命永恒的女神。

冒险者:在绿色火星人杀死他的第一个敌人并取用他的受害者为自己取名之前,他是 "O Mad",一个只有一个名字的战士。许多绿色火星人作为冒险者开始他们的职业生涯,作为O Mad证明自己,深入废弃的古城,引诱这些破败的废墟中可憎的巴松白猿出来进行艰苦的战斗,以证明他们的勇敢和在部落中的地位。其他人则卖身为佣兵、竞技场斗士或赏金猎人,或是因为缺乏资源而被迫离开部落,或在战争中被打败。绿色火星人厌弃施法职业(魔法在巴松几乎完全不为人知),而更喜欢战斗职业,如战士、拳师或游荡剑客。战士(战将变体)的重点是在无护甲时提供AC的提升,因此对于许多绿色火星人来说,战将是一个特别受欢迎的选择。

APL调整:绿色火星人的角色比核心规则书中介绍的标准Pathfinder RPG种族的成员更强大,当创建遭遇来挑战绿色火星人的队伍时,游戏主持人应该在1-5级的队伍的平均队伍等级(APL)上增加+2,6-10级则增加+1。对于混合种族的队伍,GM应该仔细观察队伍的相对实力,临时调整APL。

绿色火星人的种族特征
力量+2,感知+2,魅力-2:绿色火星人目光敏锐,动作矫健,但他们对社交礼仪了解不多,倾向暴力。
大体型:绿色火星人是大体型生物,它在防御等级上有-1减值,在潜行技能检定上有-4体型减值,在战技攻击和战技防御检定上有+1体型加值
正常速度:绿色火星人的基本速度为30英尺。
侦测思想:绿色火星人拥有有限的心灵感应 使他们能够读懂周围人的表面想法 他们可以将侦测思想作为一种持续的类法术能力使用,类法术能力的施法等级等于使用者的角色等级。
无所畏惧:绿色火星人在所有针对恐惧效果的豁免中获得+2种族加值。
凶猛:当绿色火星人的生命值低于0但是并没有被杀害时,他能以瘫痪状态继续战斗。如果他这样做,他视为恍惚,并每回合继续受到1点生命值伤害。当其负生命值达到体质值时会死亡。
多臂: 绿色火星人有四只手,其中一只手是它的主手,其他的都是它的副手。它可以使用它的任何一只手满足其他需要自由手的用途。
武器熟悉:绿色火星人擅长长剑和矛。
技能:骑术和生存始终被认为是绿色火星人的本职技能。
语言:绿色火星人讲通用语,智力高的绿色火星人可以选择任何他们想要的奖励语言(除了秘密语言,如德鲁伊语)。
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Green Martians
Among the hardiest and longest-lived of Barsoom’s savage races, the green men of Mars rove the planet’s wastelands in brutal tribes of thousands of warriors, seeking their fortunes as nomads amid the crumbling ruins of ancient cities and the vast barren wildlands between them. The green Martians have ever been at war with the red. black, yellow, and white inhabitants of Barsoom. Legends speak that once, long, long ago, the races of Mars shared a common ancestor, but today most civilized red Martians of city-states like Helium and Zodanga consider green Martians dangerous. subhuman raiders. Their tall frames, four arms. and battle ferocity nonetheless make the green Martians among the most respected denizens of Barsoom.

Physical Description: Green Martians stand 12 to 15 feet tall. with imposing features accentuated by their four agile arms, their mighty tusks, and the red hue of their perceptive eyes. They dress simply in leather harnesses and jewels, each carrying at least one weapon at all times from a very young age. Skin ranges from olive hues to deep forest green, with heavy scarring common among more savage tribes such as the much-feared Warhoon.

Each adult green Martian female gives birth annually to about 13 eggs, which the tribes deposit in subterranean vaults near their settlements. Every year, tribal chieftains visit the vaults to examine the eggs. All but about 100 of the most perfect are destroyed out of each year's supply, lest the tribe grow to a size the meager resources of Mars cannot support. Those that survive 5 years of cullings are transported to incubators hidden in the dried seabeds of Barsoom's ancient oceans, where they are nurtured by the sun's rays before hatching 5 years later. Green Martians reach maturity at age 40. A green Martian’s natural life span might last as long as a thousand years. but most are killed in tribal squabbles, honor duels, arena battles, and wars long before they are considered “old."

 Society: Green Martians gather in tribes under the leadership of a chieften counseled by a gaggle of elder warlords. Their tribes usually take the names of the abandoned ruined cities of Martian ancients along the dried seabeds of Barsoom that they inhabit, though few tribes remain stationary for long, preferring a nomadic existence centered on the hardscrabble hunt for the precious resources of the Martian desert. All green folk maintain their status within the tribe through constant examples of skill, strength, and courage. Prone to shocking displays of violence, green Martians possess dark humors; they are more likely to laugh at the gruesome beheading of an enemy than at a simple irony or turn of phrase. Apart from their weapons and harnesses, green Martians tend toward communal ownership of property, even raising children collectively. leaving them with little sense of friendship or family. Their limited telepathic abilities ensure that green Martians speak with few words. preferring hrutish action to academic conversation.

 Relations: Green Martians tend to keep to their own, and are. inherently distrustful of Barsoom's other barbaric races. The more civilized green Martian tribes—such as the Tharks under the leadership of Jeddak Tars Tarkas—make common cause with the red Martians of Helium. Despite the shared religion of Issus, green Martians as a rule interact infrequently with the white-skinned Therns or black-skinned First Born. Green Martians hold particular antipathy toward the Red Planet’s cannibalistic four-armed apes, whom they attack upon sight.

 Alignment and Religion: Green Martians are brutish and devoid of sentiments of friendship or love, worshiping only physical prowess and bravery. Most green Martians are chaotic neutral and worship Issus, Goddess ofDeath and Life Eternal.

 Adventurers: Before a green Martian kills his first enemy and takes his victim’s name, he is "o mad,” a warrior with a single name. Many green Martian adventurers begin their careers as o mads with something to prove, delving abandoned ancient cities, baiting the much-hated Barsoomian White Ape denizens of these crumbling ruins into hard-fought battles to the death to prove their bravery and achieve status within the tribe. Others sell themselves as mercenaries, arena fighters, or bounty hunters aflcr being exiled from their tribes. forced away from lack of resources, or defeated in war. Green Martians eschew spellcasting classes (magic is almost completely unknown on Barsoom), preferring instead martial occupations like fighter, brawler. or swashbuckler. With its focus on providing a boost to Armor Class when unarmored, the warlord fighter archetype (forthcoming in a future issue of Pathfinder Worldscape) is a particularly popular choice for many green Martians.

 APL Adjustment: Green Martian characters are more powerful than members of the standard Pathfinder RPG races presented in the Core Rulebook.When creating encounters to challenge a party of green Martians, the Game Master should add +2 to the party's Average Party Level (APL) for levels 1-5 and +1 for levels 6-10. Fnr groups containing a mixture ofraces, GMs should carefully watch the party’s relative power and adjust APL on an  ad hoc basis
Green Martian Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma: Green Martians are keen-sighted and agile, but they understand little of social graces and are prone to brutishness.
Large: Green Martians are Large creatures and take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A Green Martian takes up a space that is 10 Feet by 10 feet, and has a reach of 5 feet.
Normal Speed: Green Martians have a base speed at 30 feet.
Detect Thoughts: Green Martians possess limited telepathy. allowing them to read the surface thoughts at those around them. they can use detect thoughts as a constant spell-like ability. The caster level of the spell-like ability is equal to the user's character level.
Fearless: Green Martians gain a +2 racial bonus on all saving throws against fear eftects.
Ferocity: If the hit points of a green Martian fall below 0 but it is not yet dead, it can continue to fight. It it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Multi-Armed: A green Martian has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Weapon Familiarity: Green Martians are proficient with longswords and spears.
Skill Training: Ride and Survival are always considered class skills for green Martians.
Languages: Green Martians begin play speaking Common. Green Martians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
示例图片
剧透 -   :

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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Re: 中转站
« 回帖 #12 于: 2020-12-06, 周日 12:19:30 »
窃断臂甲(STYLE-STEALING VAMBRACE)
灵光:中等变化系   施法者等级:10
价格:15,000gp      重量:2磅      位置:腕部
这个朴素的银-钢护腕为穿戴着提供了在穿刺或挥砍武器上施展锋锐术的能力。然而,每次穿戴者用这把武器进行重击确认时,她必须进行一个DC=17的强韧检定,如未通过,护腕将切断她的手,吸取1d6点敏捷属性,并造成2d6点流血伤害。窃断臂甲和其切下来的手将立刻传送到护腕的创造者处,只要它们在同一位面,否则它们将掉到地面上。
每天一次,持有断臂的生物可以通过说出臂甲的命令字来获得一个其前使用者的战斗专长24小时,该专长视为奖励专长。生物必须满足该专长的所有先决条件。
穿戴者可以通过再生术恢复其断臂。只要断臂对其在其残肢上,复原术和再生能力(例如再生戒指)也可以起到效果。恢复穿戴者的手腕将移除敏捷吸取。窃断臂甲无法从断掉的手臂上移除,除非受害者死亡或者手臂被重新接上。
 
制造条件:制造奇物,降咒,遗体防腐,锋锐术
制造成本:7,500gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Style-Stealing%20Vambrace
« 上次编辑: 2021-03-10, 周三 19:03:50 由 犬良人 »

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Re: 中转站
« 回帖 #13 于: 2020-12-10, 周四 22:38:19 »
无尽惊奇(untold wonder)
学派:惑控系(胁迫)【影响心灵】
等级:吟游诗人5,催眠师4,圣武士3,异能者5,术士/法师5
施法时间:1标准动作
成分:言语,姿势
距离:接触
目标:接触的生物
持续时间:10分钟/等级(可解消)
豁免检定:意志过则无效(无害)
法术抗力:可(无害)
你用孩童一般的好奇心填满目标的头脑,让这个生物对会削弱他人的事物感到惊奇。目标受到的情绪效果造成的减值会变为减值一半的士气加值,例如,如果目标受到极度绝望(crushing despair)法术影响,她会在攻击检定、豁免检定、属性检定、技能检定以及武器伤害检定上获得+1的士气加值,而不是受到该法术的正常效果)。此外,她在其他来源获得的士气加值会增加1。最后,目标在对抗心灵幻觉的子学派的法术时,在豁免检定上获得+2加值,因为她孩子般的好奇心会让她惊叹于这些效果的美丽,而不会被它们所淹没。

镇定自若(unflappable mien)
学派:塑能系【力场】
等级:吟游诗人3,催眠师3,秘学士3,异能者3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,器材(一枚价值至少100gp的钻石扣,胸针或别针)
距离:个人
区域:自我
持续时间:10分钟/等级或直到释放;见下文
当一个生物试图用攻击触碰你(例如接触攻击、徒手攻击、用天生武器攻击或擒抱),它会感到有一个力场挡住去路。它可以选择放弃尝试,失去动作,或者强行通过防御。如果它突破防御,你可以触发一道力场波来对付它。这会消耗掉魔法,每施法者等级造成1d4点的力场伤害(最大10d4点),并将该生物向后推离5英尺。如果该生物不能被向后推离5英尺(例如,一个固体表面就在它的后面),它将额外受到2d4点的力场伤害。一次成功的强韧豁免将使该生物所受的所有力场伤害减半。
进阶职业为卡利斯拉德先知(prophet of kalistrade)的人物可以施展此法术,即使其不是预言或惑控法术。该职业详见《进阶之路》第42页。

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Re: 中转站
« 回帖 #14 于: 2020-12-12, 周六 11:06:08 »

【死灵】日行者(Daywalker)

等级:反圣武士 4、牧师/先知/战斗祭司 5、术士/法师/奥能师 5、女巫 5
施放时间:标准动作
成分:语言、姿势、材料 (装有邪水的黑色玻璃药剂瓶)
范围:接触
目标:碰触到的不死生物
持续:24小时 (D)
豁免:无
抗力:有 (无害)

   你重塑了一名自愿不死生物的基本性质,让它看起来像是个同体型,会呼吸的活着的生物。这是物理上的改变,对该名不死生物的骨头、肉体,或是虚灵外质(incorporeal ectoplasm),并增添新的肌肉或骨骼,甚至头发、牙齿与血液,模拟一名活物的呼吸以及其他的物体生理过程,这些所有用来表明生命的虚假迹象。一名使用日行者的虚体不死生物,在法术持续时间将不再是虚体,它会获得实质的尸身。与该不死生物互动的生物,可以尝试一次察觉检定(DC30 或 DC=21+该不死生物的易容调整值,取其高者)确认这生命特征的虚假,而一次近距离观察,使用医疗检定,总是能够揭露那是腐肉的事实。
   如果该不死生物拥有气势凶猛(frightful presence)、虚体(incorporeal)、强光失明(light blindness)、强光敏感(light sensitivity)、恶臭(stench)、阳光虚弱(sunlight powerlessness)或著返自然灵光(unnatural aura)能力,此法术会压制这些能力。一名正常来说触碰会造成伤害、属性吸取或能量吸取的不死生物,处于此法术效果之下时则不会如此。此法术的目标能够在持续时间内的任何时候,以一个标准动作结束此法术。

原文
剧透 -   :
You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size. This is a physical change to the undead creature’s bone, flesh, or incorporeal ectoplasm, adding new flesh or bone and even hair, teeth, and blood, all of which demonstrate false signs of life that mimic a living creature’s breathing and other physiological processes. An incorporeal undead creature using daywalker ceases to be incorporeal for the duration of the spell, gaining a physical corpse body. Creatures interacting with the undead can attempt a Perception check (DC = 30 or DC = 21 + the undead’s Disguise modifier, whichever is higher) to realize that the signs of life are false, and a close examination with a Heal check always reveals the truth of the dead flesh.

If the undead has the frightful presence, incorporeal, light blindness, light sensitivity, stench, sunlight powerlessness, or unnatural aura abilities, the spell suppresses them. An undead creature whose touch normally deals damage, ability drain, or energy drain doesn’t do so while under the spell’s effects. The target of this spell may end its duration at any time as a standard action.

【变化】植物之音(Plant Voice)

等级:牧师/先知/战斗祭司 3、德鲁伊/猎人 2、萨满 2、女巫 3
施放时间:标准动作
成分:语言、姿势、材料 (一小段被切下来的树根)
范围:近距 (25呎+5呎/2等级)
目标:一名植物生物
持续:10分钟/等级
豁免:意志,通过则无效 (无害)
抗力:有 (无害)

你给予一名植物生物说话、倾听以及了解任何你所知晓语言的能力。如果你知晓的语言超过一种,你每有两个施法者等级,就可以给予该植物生物一种语言,并在施展此法术时决定你要给予那些语言。此法术不会使植物生物以任何方式倾向于你,但这令你可以正常的使用基于魅力属性的技能与他们互动。智力属性为2或更低的植物生物仅能了解或以极其简单的概念交谈,像是”朋友”、”食物”以及”危险”。此法术对一般的植物还有真菌没有效果。

原文
剧透 -   :
You grant one plant creature the ability to speak, hear, and understand any of the languages you know. If you know more than one language, you may grant the plant creature up to one language per 2 caster levels and you decide which languages to grant when the spell is cast. This spell does not cause the plant creature to be predisposed toward you in any way, but allows you to interact with them with Charisma-based skills normally. Plant creatures with an Intelligence score of 2 or lower can communicate and understand only the simplest of concepts, such as “friend,” “food,” and “danger.” This spell has no effect on ordinary plants and fungus.

【咒法】孢子喷发(Spore Burst)[毒素UM]

等级:德鲁伊/猎人 2、游侠 3、萨满 2、女巫 2
施放时间:标准动作
成分:语言、姿势、材料 (一小朵泡泡菇)
范围:接触
目标:一名植物生物;见下
持续:见下
豁免:特殊;见下
抗力:无

你使一名自愿的植物生物的身体长出小且蓬松的菌类,保持每施法者等级1轮或直到该生物使用它们。以一个标准动作,目标可以令这些菌类爆裂开来,释放毒性孢子云,影响爆发半径20呎内的所有生物。这些在区域内的生物必须成功一次强韧豁免检定,否则因为要克服打喷嚏以及咳嗽,会变得恶心(sickened)1d6轮。施法者免疫此毒素效果,而所有的植物类型的生物也免疫。

原文
剧透 -   :
You cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. As a standard action, the target can cause these mushrooms to burst open, releasing a cloud of toxic spores that affect all creatures in a 20-foot-radius spread. Those in the area must succeed at Fortitude saves or be sickened for 1d6 rounds as they are overcome by sneezing and coughing. The caster is immune to this poison effect, as are all creatures of the plant type.
« 上次编辑: 2021-03-10, 周三 19:04:23 由 犬良人 »

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Re: 中转站
« 回帖 #15 于: 2020-12-17, 周四 17:28:57 »
二次机会药膏(Salve of the Second Chance)
出自《Guide to the River Kingdoms pg. 62》
灵光:中等变化系
CL:7
位置:无
价格:1600gp
重量:—
  在恩贝斯森林的精魄指导下,夜苔圣母(Mother Nightmoss)此从夜苔的蒸馏中开发出此强大的药膏。当涂抹在近日去世的生物的身体或身体部上,此药膏模拟出如同转生术(reincarnate)的效果。若在新月之夜对生物使用此药膏,玩家接受者或NPC接受者能在转生表格中双骰取任一结果。
制作条件:制造奇物,转生术(reincarnate)
制作成本:800gp

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Salve%20of%20the%20Second%20Chance

女巫市集硬币(Witchmarket Coin)
出自《Lost Treasures pg. 61》
灵光:中等咒法系
CL:9
位置:无
价格:8100gp
重量:—
  此魔法银币能开启通往第一世界的传送门。角色在任何时间持有此硬币并表达出恳切的渴求或愿望之类时,魔法硬币则不论持有者的意向自行启动。在未来24小时内的某一刻,一个通往第一世界的传送门出现在该角色的附近。此传送门若隐若现,并形成在看似随机的地方——田野中、门口、壁橱背后等等。此传送门总是领导至第一世界的女巫市集中的随机位置。
  当传送门首次显现时,触发的角色必须成功通过DC 20的反射检定,否则会意外地绊过去。其他附近的生物成功通成DC 15的察觉检定能注意到此传送门,而且也能以此穿越。此传送门是双向并维持开启10分钟。此硬币在24小时内不能产生多于一个通往第一世界的传送门。
  在第一世界,女巫市集硬币充允许其持有者和任何指定的同伴穿梭至物质位面,如同透过异界传送(plane shift),只需表达出主动意图即可。此效果总是将生物传送回开启通往第一世界的传送门的最后一个地点。
  女巫市集硬币对任何被给予的人只生效一次,尽管已触发过传送门的人仍能穿梭其他使用者创造的传送门。
制作条件:制造奇物,异界传送(plane shift)
制作成本:4050gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Witchmarket%20Coin

本色颜料(Truecolor Dye)
出自《Pathfinder #27: What Lies in Dust pg. 34》
灵光:微弱预言系
CL:1
位置:无
价格:50gp
重量:—
  园艺家从仅在天夏中最苍翠繁茂的地区收集稀有植物的果浆制作此魔法颜料。比斯柏(Bisby)在他早期作为协会探员拜访奇蹟武士(Miracle Samurai)的宫殿时首次遇见此颜料。他要来了好几瓶,而此决定使他在几十年间受益匪浅。
  本色颜料产生出鲜艳的色彩,但是实际上呈现的颜色是根据观测者的个性和气质而有所不同——观测者的善良、中立或邪恶阵营要素决定其看见的颜色。善良的观测者看见悦目的金色,邪恶的观测者看见浓厚的血红色,而中立的观测者则看见其真正的颜色——暗淡的橙色。世纪以来,本色颜料被天夏的奇蹟宫廷(miracle courts)用作诱使使者们揭示其阵营的手段,但它的秘密早已在东大陆传播,使它失去了其隐藏价值。一个DC 25的知识[地理或自然]检定揭示此颜料的本质。
  一瓶本色颜料足以涂复一平方尺的物料,或书写5页文字。一旦应用,本色颜料则永远生效,但是它乃能被万溶剂(universal solvent)洗掉。
制作条件:制造奇物,侦测善良(detect good)或侦测邪恶(detect evil)
制作成本:25gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Truecolor%20Dye

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Re: 中转站
« 回帖 #16 于: 2020-12-17, 周四 17:31:04 »
栖身符文巨人(Inhabit Rune Giant)

  许多学者知道符文领主创造了第一个符文巨人(Pathfinder RPG Bestiary 2 130)以协助控制被瑟西隆(Thassilon)奴役的其他巨人。却少有有人意识到此用于创造巨人的魔法亦能充当符文领主魔法的传导通道。瑟西隆的敌人讲述符文巨人发出强大的法术时——例如从他们的符文使用解离术(disintegration)[注:疑似解离术Disintegrate]虹光喷射(prismatic spray)——施法者是其主人而非巨人本身。
  当一位符文领主希望直接制控一个符文巨人,以遥距带领一场战争或亲自训导桀骜不驯的巨人部队时,他能运用此仪式来完全控制一个符文巨人的身心。当处于此状态时,符文领主从符文巨人的巨大体型、力量和对其他巨人的控制力中得益,更能保证其自身的强大魔力。符文领主祖萨(Runelord Zutha)频繁栖身于他的符文巨人——频率之高即使他的最偏执多疑的敌人也低估了——以为了亲手对他的敌人释放他的力量。有些祖萨遗失已久的笔记中暗示了一件持续已久的挫折:即使经过数年的多番尝试,有一个特定的符文巨人是他从来都未能栖身,因为已经有一些其他强大的占领者栖身于那巨人。[注:这是有什么剧情吗?]

栖身符文巨人(Inhabit Rune Giant)
学派 死灵系;等级 6
施放时间 60分钟
成分 V,S,SC(最多等同主要施法者的智力调整值)
技能检定 知识[奥秘]DC 26,3次成功;知识[地方]DC 26,3次成功
范围 100英里/每主要施法者的职业等级;详情如下[注:你没看过是100英里=160.9344公里]
持续时间 1小时/每主要施法者的职业等级(D)
豁免 无
SR 否
反冲 主要施法者受到2d6点伤害
失败 所有施法者获得1个永久负向等级并变得力竭直至负向等级被移除为止
效果
此仪式让主要施法者栖身于一个他亲身知道的符文巨人,如同使用占据术(Possession)。该符文巨人必需在仪式完成时处于主要施法者的每角色等级100里内。符文巨人对抗此效果时没有豁免。跟占据术(Possession)不同,当占据符文巨人时主要施法者能使用其所有能力以及该符文巨人的能力,而且主要施法者能选择使用其自身或符文巨人的BAB或基础豁免加值。当主要施法者栖身符文巨人时,该符文巨人获得主要施法者的每角色等级5点hp。

https://www.aonprd.com/OccultRituals.aspx?ItemName=Inhabit%20Rune%20Giant

剧透 -   :
Inhabit Rune Giant
Many scholars know that runelords created the first rune giants (Pathfinder RPG Bestiary 2 130) to aid in controlling other giants enslaved by Thassilon. Few realize that the magic used to create these giants could also serve as conduits for the runelords’ magic. Thassilon’s enemies tell of rune giants emitting powerful spells such as disintegration or prismatic spray from their runes—spells cast not by the giants but by their masters.
When a runelord wished for direct control over a rune giant, either to lead a battle remotely or personally discipline recalcitrant giant troops, she could make use of this ritual to fully control a rune giant’s mind and body. While in this state, the runelord benefitted from the rune giant’s great size, strength, and control over other giants, but also retained her own powerful magic. Runelord Zutha inhabited his rune giants frequently—far more frequently than even the most paranoid of his enemies suspected—in order to unleash his power against his enemies firsthand. Some of Zutha’s long-lost notes hint at an ongoing frustration: one particular rune giant whom he could never inhabit, even after multiple attempts over several years, due to the fact that some other powerful occupant already inhabited the giant.

Inhabit Rune Giant
Source Pathfinder #135: Runeplague pg. 76
School necromancy; Level 6
Casting Time 60 minutes
Components V, S, SC (up to the Intelligence modifier of the primary caster)
Skill Checks Knowledge (arcana) DC 26, 3 successes; Knowledge (local) DC 26, 3 successes
Range 100 miles/character level of the primary caster; see text
Duration 1 hour/character level of the primary caster (D)
Saving Throw none; SR no
Backlash The primary caster takes 2d6 points of damage.
Failure All casters gain 1 permanent negative level and are exhausted until that negative level is removed.
Effect
The ritual allows the primary caster to inhabit the body of a rune giant that she knows firsthand as if using possession. The rune giant must be within 100 miles per character level of the primary caster when the ritual is complete. The rune giant receives no save against this effect. Unlike possession, the primary caster can use all of her own abilities as well as the rune giant’s abilities while possessing the rune giant, and the primary caster can choose to use either her own or the rune giant’s base attack bonus or base save bonuses. While the primary caster inhabits the rune giant, the rune giant gains 5 bonus hit points per character level of the primary caster.

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Re: 中转站
« 回帖 #17 于: 2020-12-20, 周日 21:49:29 »
植者(Herbalist)豌豆射手
出自《Ultimate Wilderness pg. 22》
  藤蔓莱西研究自身生理和精魄的组成结构,并由此研发出一种奇妙的草药炼金术。

草药学(Herbalism, Su):植者的研究让他以独特方式制作炼金术发现。他能尝试以专业[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152页)时获得等同其1/2炼金术师等级的表现加值。植者在判断所有炼金术师职业能力时使用感知属性取代其智力属性。

此能力改变炼金术和炼金术师的主要属性。

自然魔法(Natural Magic):植者对的莱西精魄研究给予他接触其他炼金术师无法企及的自然魔法。每次他获得新的化合炼成环位时(包括1环),他能从同环的德鲁伊法术列表中增加2个法术至其炼金术师的法术列表;此法术必须是目标为生物或距离为个人(these spells must target a creature or creatures or have a range of “you,”)以及他仍然必须如常添加至其公式簿才能准备他们。一如以往,化合炼成影响饮用者如同他为目标,所以攻击性法术对于饮用者而言是讨厌的陷阱。

此能力取代随手投掷。

种子荚(Seedpods, Su):植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。他能创造的种子荚数量等同于其炼金术师等级+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级和以后每2级额外造成1d6伤害(此额外伤害不会在重击或类以于畏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,而且植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植者炼金术师等级+其感知调整值),否则植者的种子荚还会获得一个下列额外效果。1级起,他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。

此能力取代炼金炸弹,用毒,毒性抗力,毒性免疫。

剧透 -   :
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.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Herbalist
« 上次编辑: 2020-12-21, 周一 21:19:52 由 犬良人 »

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Re: 中转站
« 回帖 #18 于: 2020-12-22, 周二 22:36:32 »
快速腕鞘(Speed sheath)
出自《Ultimate Wilderness pg. 244》
类型:冒险装备[注:男神网有误]
价格:10gp
重量:1磅
此腕鞘被设计成绑在你的前臂上,但想将它隐藏在长袖之下实在过于笨重。它能收容一件等同前臂长度的物品,例如匕首、飞镖、药水、含有单一法术的卷轴或魔杖。以迅捷动作,你能弯曲手腕使腕鞘里的物品落入你的手中(如同正常取出物品一样引起借机攻击)。将物品收纳在此腕鞘中是个会引起借机攻击的整轮动作。你只能在每只手臂上穿戴一个腕鞘。

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Speed%20sheath

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Re: 中转站
« 回帖 #19 于: 2020-12-23, 周三 15:32:45 »
哈塔拉特特务(Hatharat Agent)
出自《Qadira, Jewel of the East pg. 47》
  尽管哈塔拉特雇用了所有方面的专家,扮演特务角色的吟游诗人是其中最为臭名昭著而且比比皆是。

人情债(Called Favor, Ex):1级起,哈塔拉特特务能使用其联系向曾受益于哈塔拉特的人寻求各方面的支援。特务必须在至少拥有200人口的市区消耗1d4小时以使用此能力,而且必须成功通过DC 20的交涉检定以争取支援。一旦尝试回收人情债,不论交涉检定成功与否,在尝试寻求新的支援之前哈塔拉特特务必须等待2d6天,以免整体上对欠债的社会过度索取。

哈塔拉特特务能使用成功的人情债争取到重要NPC的正式引见、了解到一个重要的讯息(在其它程况下需要DC 20的知识检定才能了解的类型)或对盟友已被定罪的轻罪予以赦免。类似的支援能按GM的决定给予。

7级时,哈塔拉特特务在回收人情债的间隔中只须要等待1d6天。除了上述支援外,他现在能请求提供一个5级专家的24小时协助(supplies the aid of a single 5th-level specialist for 24 hours)。此专家视为哈塔拉特特务的短期部属(short-term cohort),但应该由GM操纵。专家的确切数据(他能是任何职业)也应该由GM计划。能争取到的专家的最大等级在哈塔拉特特务7级后的每2级提升1级,至19级时最大的11级专家。NPC法典内含一堆预先生成的NPC可用作此专家。

此能力取代逸闻知识。

有理有据令人信服(Informed Persuasion, Ex):2级起,哈塔拉特特务运用他对目标的了解提升其说服力。若他在关联知识技能中拥有至少1级,他在针对该知识技能关联的目标类型的唬骗、交涉和威吓检定加上其智力调整值(在如常加上其魅力调整值之外)。知识类型和它们关联的目标类型为[奥秘](施法者),[地理](部落居民),[当地](都市居民),[贵族](政治家和贵族),[宗教](被辨认信仰的信徒)。

此能力取代通晓音律。

吟游表演(Bardic Performance):哈塔拉特特务获得下列吟游表演。
引用
操纵大师(Master of Manipulation, Su):8级起,哈塔拉特特务因能够感应谎言而建立其声誉。当使用吟游表演时,他强势的存在经常能从他人抽取真相。此能力影响吟游诗人20尺半径弥散范围内被他选中的所有生物。任何被影响的生物不能蓄意说谎,但会意识到此效果并且能选择避免回答通常需要以谎言答复的问题,或能在真相的边界里闪烁其词。此为影响心灵的胁迫效果。

此能力取代末日丧歌。

剧透 -   :
Hatharat Agent
Source Qadira, Jewel of the East pg. 47
Although the Hatharat employs all manner of specialists, bards who take up the role of agent are among its most infamous and widespread.

Called Favor (Ex): At 1st level, a Hatharat agent can use his contacts to ask for a favor from various individuals who have benefited from Hatharat aid in the past. The agent must spend 1d4 hours in an urban area with a population of at least 200 people to use this ability, and must succeed at a DC 20 Diplomacy check to secure the favor. Once an attempt to call in a favor has been made, whether or not the Diplomacy check was successful, the Hatharat agent must wait 2d6 days before attempting to call in a new favor, so as to not overtax the favors owed the society as a whole.

The Hatharat agent can use a successful called favor to secure an introduction to an important NPC, either to learn an important piece of information (something that would otherwise require a successful DC 20 Knowledge check to know) or to secure a pardon for a minor crime of which an ally has been convicted. Similar favors could be granted at the GM’s discretion.

At 7th level, an agent need only wait 1d6 days between uses of called favors. In addition to the favors above, he can now ask for a favor that supplies the aid of a single 5th-level specialist for 24 hours. This specialist is treated as a short-term cohort for the agent, but should remain under the control of the GM. The exact statistics for the specialist (who can be of any class) should also be calculated by the GM. The maximum level of the specialist the agent can secure increases by 1 for every 2 bard levels the Hatharat agent has above 7th, to a maximum of an 11th-level specialist at 19th level. The Pathfinder RPG NPC Codex contains numerous pregenerated NPCs that can be used as these specialists.

This ability replaces bardic knowledge.

Informed Persuasion (Ex): At 2nd level, a Hatharat agent uses his knowledge of a target to increase his persuasiveness. If he has at least 1 rank in an associated Knowledge skill, he applies his Intelligence modifier (in addition to his Charisma modifier, as normal) to Bluff, Diplomacy, and Intimidate checks against that Knowledge skill’s associated category of targets. The types of Knowledge and their associated groups are arcana (spellcasters), geography (tribal citizens), local (urban citizens), nobility (politicians and nobles), and religion (worshipers of a recognized faith).

This ability replaces well-versed.

Bardic Performance: A Hatharat agent gains the bardic performance listed below.

Master of Manipulation (Su): At 8th level, a Hatharat agent gains a reputation of being able to sense lies. When using bardic performance, his very presence can often draw the truth out of others. This ability affects all creatures selected by the bard within a 20-foot-radius emanation from the bard. Any affected creature can’t speak any deliberate or intentional lies, but is aware of the effect and can choose to avoid answering a question to which it would normally respond with a lie, or may be evasive as long as it remains within the boundaries of the truth. This is a mind-affecting compulsion effect.

This performance replaces dirge of doom.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Bard%20Hatharat%20Agent



While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due