作者 主题: 【PF1e】全变体整理:炼金术士  (阅读 20789 次)

副标题: 62个变体已全部整理完毕,错漏补缺及意见请私信。

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #30 于: 2023-06-22, 周四 20:42:13 »
感谢 傻豆 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 怪物志(Monster Codex) 116页
掷弹兵训练了一身即便不使用突变药剂也可以发挥自身战斗才华的本领。她们学习如何将炼金魔法与武器相结合,牺牲用毒的技巧以此来学习如何将武器与炸弹或炼金物品相结合。她们在学习快速制造炸弹和炼金物品的的技巧时也带来了一个副产物:比起其他炼金师她们更加擅长安全且快速的使用药水和突变药剂。

军用武器熟练(Martial Weapon Proficiency):1级起,掷弹兵熟练一种她选择的军用武器。
军用武器熟练替换了制造药水。

炼金武器(Alchemical Weapon,Su):2级起,掷弹兵可以通过一个移动动作,在武器或弹药上附着一份有害的炼金液体或粉尘,如炽火胶或喷嚏粉。这个行动会消耗炼金物品,但会将其效果转移到武器上。炼金物品对下一个被武器击中的生物产生全部效果,但是炼金武器的溅射、扩散、以其他方式影响其他目标或只有溅射武器才会触发的效果不会生效。这个能力增加的所有伤害骰均视为额外伤害骰,不会被重击翻倍。这个能力不会对附着的武器造成伤害,武器上的效果会在没有使用的1分钟后以及在为一件新的武器或弹药附着炼金物品时消失。6级起,使用这个能力变为一个迅捷动作。15级起,使用这个,能力变为自由动作。
炼金武器替换了毒素抗力+2、+4和+6。

精确炸弹(Precise bombs,Ex):2级时,掷弹兵获得精确炸弹(Precise bombs)科研发现。
精确炸弹替换了用毒。

定向爆破(Directed Blast,Su):6级起,掷弹兵可以以自己为中心让炸弹以20尺锥形的范围爆炸,掷弹兵必须指定爆炸范围内的一个目标对其进行攻击检定,而其他目标则受到溅射伤害。如果掷弹兵拥有高爆炸弹(Explosive bomb)科研发现并使用了定向爆破,则爆炸范围变为30尺锥形。
定向爆破替换了迅捷上毒。

恍惚爆破(Staggering Blast,Su):10级起,掷弹兵的炸弹在爆炸时会产生巨大的冲击。当掷弹兵的炸弹成功确认重击时,被炸弹击中的目标会恍惚1d4+1轮,通过一个等同于炸弹反射DC的强韧豁免可以将恍惚轮数降至1轮。恍惚爆破的效果与寒霜炸弹(Frost bomb)叠加,但不与恍惚重击(Staggering Critical)专长叠加。恍惚的目标再次受到恍惚爆破的效果时,恍惚的效果将会叠加(而非取高)。
恍惚爆破替换了毒素免疫。

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
« 上次编辑: 2024-02-29, 周四 23:15:12 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #31 于: 2023-06-22, 周四 23:36:02 »
感谢 白药君 翻译了原始版的炼金铳士变体
本篇由 晓慕思姬 进行更新与除错。

炼金铳士(Gun Chemist)
出自 废土子民(People of the Wastes) 11页
普通的炼金术士或许对炸药有所涉及,但对于炼金铳士来说,火器的枪管便是她们的坩埚。

武器和防具擅长(Weapon and Armor Proficiency):炼金铳士擅长所有简易武器,火器和轻型护甲。
这调整了炼金铳士的武器和防具擅长。

炼金枪弹(Alchemical Ordnance,Su):炼金铳士精于利用将不稳定化合物及自身魔力灌注于弹药的知识。在装填火器时,炼金铳士能通过一个自由动作灌注弹药。混合后的弹药相当不稳定,若没能在等同于炼金铳士智力调整值的轮数内(至少持续到炼金铳士下一回合结束前)开火射出,则炼金枪弹将失去效用,但炼金铳士仍能如常射击。炼金铳士每天能灌注弹药的次数等同于其职业等级+智力修正,她每轮最多可以射击一发炼金弹药。

炼金枪弹将如常造成武器伤害,外加1d6+炼金铳士智力调整值的火焰伤害。炼金铳士的等级每上升2级,炼金枪弹的伤害额外增加1d6(增加的伤害不能通过重击或要害打击(Vital Strike)专长等方式来加倍)。炼金枪弹的爆炸特性使其对任意体型集群的攻击都会造成等同于火器基础伤害加上炼金枪弹额外伤害的完整伤害。若炼金铳士使用带有霰弹特性的武器进行霰弹射击,则范围内的每一个生物受到的额外火焰伤害等同于炼金枪弹的最小伤害。(例子:若炼金枪弹正常情况下会造成2d6+4点火焰伤害,则其通过霰弹射击造成的火焰伤害只有6点。)

炼金铳士的炼金枪弹只会在她手中的火器中安全生效。除炼金铳士外的任何人尝试发射装填有尚未失效炼金枪弹的火器时,火器的哑火值增加4点。若该火器因这种情况引起的哑火而爆炸时,爆炸会额外造成等同于炼金枪弹的火焰伤害。

炼金枪弹在满足科研发现的先决条件时视作炼金术师的炼金炸弹,但其将忽略任何与炸弹的溅射伤害或复盖范围相关联的效果,除非炼金铳士获得了爆矢弹药科研发现(见下)。被科研发现调整过的霰弹射击能应用这些额外效果,被伤害的生物如同被溅射命中一般,直接命中的效果不会生效。与炼金枪弹相关的豁免DC=10+1/2炼金铳士等级+她的智力调整值。
炼金枪弹替换了炼金炸弹。

枪匠(Gunsmith):炼金铳士获得一支铳士1级时拿到的磨损枪械,以及枪匠(Gunsmithing)专长(包括如同铳士般修复其磨损枪械的能力)。炼金铳士可以用一个标准动作花费1次炼金枪弹的使用次数来移除一件他当前持用火器的破损状况,只要该状况是由于枪械哑火而造成。
枪匠替换了制造药水和随手投掷。

科研发现(Discoveries):炼金铳士可以选用以下专用科研发现,下列带有*标记的科研发现彼此之间无法叠加,其也无法与其他有*标记且调整了炼金炸弹的科研相叠加。而下列每个科研发现都能单独用于某一份炼金枪弹上。
引述: 炼金铳士专用科研发现
化学稳定(Chemical Stability): 在发射炼金枪弹时,炼金铳士可以将火器哑火值减少1点(最低到0),同时忽略任何因使用炼金定装弹而增加的哑火值。

爆矢弹药*(Exploding Bullet): 炼金铳士的炼金枪弹会如同溅射武器一般对邻接目标产生溅射,并对波及到的目标造成等同于炼金弹药最小伤害的溅射伤害(通过反射减半)。炼金铳士必须至少达到4级才能选择该科研。

快速轰杀(Fast Ordnance):获得该科研的炼金铳士能在全力攻击中发射多枚炼金枪弹。炼金铳士必须至少达到8级才能选择该科研。

定装专家(Cartridge Savant,Ex):2级起,炼金铳士能高效且最大化地利用炼金定装弹,比如说闪光弹(flare cartridges)等。在炼金铳士发射这类可以借由通过豁免检定忽视或削弱其效果的炼金定装弹时,其豁免DC增加1(DC的上限为22)。而该DC的增加值在炼金铳士达到5级及之后的每3级额外增加1(在20级的时候达到最大7点)。当炼金铳士发射其伤害类型替代火器正常伤害的炼金定装弹(比如龙息定装弹,dragon’s breath cartridge)时,她能在伤害上获得等同于其智力调整的加值。
定装专家替换了全等级的毒性抗力。

连续开火(Repeat Fire,Ex)::6级时,炼金铳士获得快速装填(Rapid Reload)作为奖励专长,她必须为该专长选择一种火器。若她已经具备该专长,则作为替代她能获得一个满足先决条件的战斗专长。
连续开火替换了迅捷上毒。

劇透 -  原文:
Gun Chemist
Source People of the Wastes pg. 11
Simple alchemists may dabble in explosives, but for the rare gun chemist, a firearm’s barrel is his crucible.

Weapon and Armor Proficiency: Gun chemists are proficient with all simple weapons, firearms, and light armor.

This replaces the gun chemist’s weapon and armor proficiencies.

Alchemical Ordnance (Su): A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery. A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

This replaces bombs.

Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

This replaces Brew Potion and Throw Anything.

Discoveries: A gun chemist selects alchemist discoveries as normal. He can also select from the discoveries below, which are unique to the gun chemist. Discoveries marked with an asterisk (*) do not stack, including with other alchemist discoveries marked by an asterisk that modify bombs. Only one such discovery can be applied to an individual alchemical ordnance.

Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.

Exploding Bullet*: The gun chemist’s alchemical ordnance splashes adjacent targets as though it were a splash weapon, dealing the alchemical ordnance’s minimum additional damage to other creatures caught in the splash (Reflex half). A gun chemist must be at least 4th level before selecting this discovery.

Fast Ordnance: A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack. A gun chemist must be at least 8th level before selecting this discovery.

Cartridge Savant (Ex): At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.

This replaces poison resistance.

Repeat Fire (Ex): At 6th level, a gun chemist gains Rapid Reload as a bonus feat and must select a type of firearm. If he already has this feat, he can instead gain one combat feat for which he qualifies.

This replaces swift poisoning.
« 上次编辑: 2023-07-03, 周一 05:36:26 由 晓慕思姬 »
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「"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」

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离线 晓慕思姬

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #32 于: 2023-06-23, 周五 20:49:10 »
感谢 随缘等团的犬良人 翻译了原始版的植者变体
本篇由 晓慕思姬 进行更新与除错。

草药学者(Herbalist)
出自 极限荒野(Ultimate Wilderness) 22页
藤曼莱西通过研究组成自身的精魄与物质,并以此研发出一种奇妙的草药炼金术。

PFS修正:草药学者仅对藤曼莱西为合法炼金术士变体选项。

草药学(Herbalism, Su):草药学者的研究让他以独特方式制作炼金术发现。她能尝试以专业(草药学)检定取代所有工艺(炼金术)检定,而且在以专业(草药学)检定来进行制作炼金道具、采集和处理草药(详看极限荒野(Ultimate Wilderness)152页)时获得等同其1/2炼金术师等级的表现加值。草药学者在判断所有炼金术师职业能力时使用感知属性取代智力属性。
草药学调整了炼金术和炼金术士的主要属性。

自然魔法(Natural Magic):草药学者对莱西精魄的研究使她获得了其他炼金术士无法获得的自然魔法,每次她通过等级获取新的化合炼成环位时(包括1环),她都可以将德鲁伊法术列表中该环位的法术加入化合炼成列表中;这些法术的目标必须为“自身”或是以一个或多个生物为目标,她必须将这些法术如常加入公式簿中才能准备它们。一如既往,化合炼成影响饮用者如同她为目标,所以攻击性法术对于饮用者而言是讨厌的陷阱。
自然魔法替换了随手投掷。

种子荚(Seedpods, Su):草药学者能产出并投掷种子荚作为远程接触攻击,类似于其他莱西的远程攻击。她每天能创造的种子荚数量等同于草药学者等级+感知调整值,而且能以标准动作以20尺射程增量投掷出去。种子荚造成1d6点钝击伤害,以及3级和之后每2级额外造成1d6伤害(此额外伤害不会在重击或类以于要害打击的效果中翻倍)。种子荚视作武器并且能选择类以于武器专攻等专长,而且草药学者能选择额外炸弹专长以获得天每额外种子荚使用次数。除非目标成功通过强韧检定(DC=10+1/2草药学者等级+感知调整),否则草药学者的种子荚还会获得一个下列额外效果。1级起,她的种子荚如同叶莱西一样能使目标耳聋1轮。2级起,它如同真菌莱西一样能降低目标的视野至10尺,持续1分钟(除非目标消耗整轮动作从他的眼中清理孢子)。5级起,它如同葫芦莱西一样能使目标纠缠2d4轮(除非目标以同样DC成功通过力量检定或脱逃检定提早破开藤蔓)[注:按葫芦莱西说明此为整轮动作]。8级起,它如同捕蝇草莱西的唾沫一样能使目标恶心标1d4轮。10级起,它如同海草莱西的喷水一样能使目标目盲至目标下轮结束为止。
种子荚替换了炼金炸弹,用毒,以及全等级的毒素抗性。

劇透 -  原文:
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.
« 上次编辑: 2023-07-04, 周二 03:08:40 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #33 于: 2023-07-01, 周六 21:24:58 »
感谢 四月 翻译了原始版的创生师变体
本篇由 晓慕思姬 进行更新与除错。

创生师(Homunculist)
出自 魔宠手记(Familiar Folio) 8页
对于炼金术士来说最伟大的终极目标之一是制造生命体的能力。创生师为了让这一梦想成为现实,不断在自己的实验室中培养并改良自己的魔宠。

未修毒物学(Diminished Poisoning):创生师不会获得用毒(Poison Use)、迅捷上毒(Swift Poisoning)、毒性抗力(Poison Resistance)和毒素免疫(poison immunity)职业能力。

人造魔宠(Homunculus Familiar,Ex):创生师会造出一个形态为动物(animal)或虫类(vermin)的活体(living)人造人(homunculus)。它在所有方面都被视为是魔宠,将他的炼金术士等级作为有效法师等级来判断该能力的效果。
人造魔宠替换了突变药剂。

改造实验(Experimentation,Ex):创生师会不断地在他的魔宠身上进行实验,尝试赋予它新的罕见特性或能力。4级起,创生师每四个职业等级便能让他的魔宠获得价值1点进化点数(evolution point)的幻灵进化(eidolon evolutions),他无法选择任何需要特定基础形态的进化。每当创生师提升等级时,他都能够改变魔宠上的进化。这些进化与进化魔宠(Evolved Familiar)专长提供的进化叠加。创生师如果满足进化魔宠专长的先决条件,便可以将进化魔宠专长作为炼金术士科研发现(Discovery)来进行选择。

劇透 -  原文:
Homunculist
Source Familiar Folio pg. 8
One of the grand goals of alchemy is the ability to create new life. A homunculist has made this dream a reality, growing and modifying a familiar in his own laboratory.

Diminished Poisoning: A homunculist doesn’t gain the poison use, poison resistance, poison immunity, or swift poisoning class features.

Homunculus Familiar (Ex): The homunculist has created a living homunculus in the shape of an animal or vermin. It functions in all ways as a familiar, treating the homunculist’s alchemist level as his effective wizard level. This ability replaces mutagen.

Experimentation (Ex): A homunculist is constantly experimenting on his familiar to give it new and unusual features and abilities. At 4th level, the homunculist can grant his familiar 1 evolution point worth of eidolon evolutions for every 4 alchemist levels he possesses, though he can’t select any evolutions that require a particular base form. Each time the homunculist gains a level, he can change his familiar’s evolutions. These evolutions stack with those from the Evolved Familiar feat. The homunculist can select the Evolved Familiar feat as an alchemist discovery if he meets its prerequisites.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #34 于: 2023-07-01, 周六 21:27:40 »
感谢 Xu22341380008 翻译了原始版的园艺家变体
本篇由 晓慕思姬 进行更新与除错。

园林学者(Horticulturist)
出自 极限荒野(Ultimate Wilderness) 35页,荒野英雄(Heroes of the Wild) 24页
园林学者将自己的时间花在了培育植物和植物生物上,这让她得以尝试那些奇怪而又奇妙的草药混合物。

种子炼成(Seed Extract):1级时,园林学者将召唤自然盟友Ⅰ-Ⅵ作为1-6环公式加入到自己的化合炼成列表中,并在获得该环位的化合炼成时自动将其加入公式簿(例如在1级时将召唤自然盟友Ⅰ加入到1环公式簿)。这些特殊的化合炼成被用于种植种子,使其成长为生物,从而绕过化合炼成必须以个人或单一目标的限制。使用这些化合炼成需要一轮(与该法术的正常施法时间相同),召唤的生物必须被放置在园林学者的邻接方格中,这些化合炼成可以用来召唤自然盟友列表中对应环级的动物和植物。被召唤的生物的生物类型变为植物而不是其正常的生物类型(获得昏暗视觉并免疫影响心灵、麻痹、毒素、变形、睡眠和震慑效果),但它们的BAB、HD骰、豁免和技能检定不会改变。
种子炼成替换了突变药剂,2级科研发现。园林学者无法选取突变药剂类科研发现。

草药炸弹(Herbal Bombs,Su):园林学者的炸弹相较普通炼金术士缺乏威力,但是可以对其爆炸原理进行调整。园林学者的炸弹造成1d4外加1级后每两个职业等级1d4点伤害(而非正常的1d6)。当她制造炸弹时,可以选择影响所有生物、仅影响植物生物或仅影响非植物生物类型的生物。
草药炸弹调整了炼金炸弹。

植物之声(Plant Voice,Ex,Su):2级起,园林学者研习了更多有关植物的知识,并最终学会了与它们交谈。她在生存和知识(自然)检定上获得+2加值。10级起,她获得了恒定植物交谈 (Speak with Plants)的效果,这是一个超自然能力。
植物之声替换了全等级的毒素抗力,用毒。

植物魔宠(Plant Familiar,Ex):4级起,园林学者种植了一颗超小型或微型的植物,这颗植物呈现出了某种同体型动物的样貌,并充当她的魔宠,这颗植物会为她提供所有魔宠的好处(能力加值,警觉专长等)。植物魔宠有着和相似动物的所有能力(如蝙蝠样貌的植物魔宠可以飞行),但生物类型为植物,以园林学者职业等级作为法师等级获取魔宠能力(尽管有些能力对园林学者可能毫无用处),园林学者的化合炼成和突变药剂被视为法术以用于满足魔宠的共享法术与传递接触法术能力。如果植物魔宠丢失或死亡,园林学者可以在一周后花费每职业等级200gp的价格与8个小时的仪式来获得一只新的植物魔宠。
植物魔宠替换了4级科研发现。

自然之怒(Fury of Nature ,Sp):14级起,园林学者与自然的沟通使她可以将自然的愤怒降临到敌人身上,她每天可以施展下列法术之一作为类法术能力:召唤雷暴(call lightning storm)召唤鹰群(eagle aerie)橡树守卫(liveoak)
自然之怒替换了长效突变药剂。

劇透 -  原文:
Horticulturist
Source Ultimate Wilderness pg. 35, Heroes of the Wild pg. 24
A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions.

Seed Extract: At 1st level, a horticulturist adds summon nature’s ally I–VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon nature’s ally I to his formula book at 1st level and adds the next higher-level spell to his formula book each time he gains the ability to use extracts of that level. The horticulturist uses these special extracts to plant a seed that grows into a creature, bypassing the restriction for single target or personal effects. Using these extracts takes 1 round (as the spell’s normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist. The horticulturist can use these extracts to summon only animals and plants on the appropriate summon nature’s ally list. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don’t change.

This replaces the mutagen class feature and the discovery normally gained at 2nd level. A horticulturist can’t choose mutagen discoveries.

Herbal Bombs (Su): A horticulturist’s bombs lack the power of a traditional alchemist’s but can be fine-tuned in ways normal alchemist explosives cannot. The horticulturist’s bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st. When the horticulturist creates a bomb, he can formulate it to affect plants and other creatures normally, affect only plant creatures, or affect only creatures not of the plant type.

This alters the bomb class feature.

Plant Voice (Ex, Su): At 2nd level, a horticulturist gains further knowledge about plants, and he eventually learns to speak with them. He gains a +2 bonus on Knowledge (nature) and Survival checks, and at 10th level, he can speak to plants as a constant speak with plants spell (this ability is supernatural).

This replaces poison resistance, poison use, and poison immunity.

Plant Familiar (Ex): At 4th level, a horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist’s alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist has. The ritual takes 8 hours to complete.

This replaces the discovery gained at 4th level.

Fury of Nature (Sp): At 14th level, a horticulturist’s connection with nature allows him to bring down nature’s fury on his opponents. He can cast one of the following spells, chosen at the time of casting, once per day as a spell-like ability: call lightning storm, eagle aerie, or liveoak.

This replaces persistent mutagen.
译注:种子炼成(Seed Extract)中改变生物类型的地方,应该指的是不会因为生物类型的变更而改变BAB,HD骰、擅长豁免和本职技能的意思。
植物魔宠(Plant Familiar,Ex)可以将突变药剂视作法术满足共享法术与传递接触法术能力,但园林学者并不能获得突变药剂能力。
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #35 于: 2023-07-01, 周六 23:53:51 »
感谢 阿贝里昂 翻译了原始版的冰晶化学家变体
本篇由 晓慕思姬 进行更新与除错。

冰晶化学家(Ice Chemist)
出自 极限荒野(Ultimate Wilderness) 35页
在高山或冻土地区隐居的炼金术师致力于将其技艺用于掌控寒冷。

冰晶炸弹(Icy Bombs,Su):冰晶化学家的炼金炸弹造成寒冷伤害而非火焰伤害。取代一项炼金术师的科研发现,她可以学会像常规的炼金术师一样制作造成火焰伤害的炼金炸弹,尽管她无法将用于修改炼金炸弹的科研发现用于她所制作的火焰炸弹上。冰晶化学家的冰晶炸弹依然可以引起中毒或产生如同烟雾一样的浓厚蒸汽,不过她无法学习高爆炸弹(Explosive bomb)狱火炸弹(Inferno bomb)科研发现。
冰晶炸弹调整了炼金炸弹。

冷凝之汗(Cold Sweat,Su):2级起,冰晶化学家将她对寒冷能量的亲和力灌注到她的个人空间,使她和自己的装备保持凉爽。她获得等同于她炼金术师等级的寒冷抗力,并且可以在低至-50华氏度的环境下舒适的生存。
冷凝之汗替换了全等级的毒素抗力。

寒霜炸弹(Frost Bomb,Su):2级时,冰晶化学家获得寒霜炸弹科研发现。
寒霜炸弹替换了2级科研发现。

劇透 -  原文:
Ice Chemist
Source Ultimate Wilderness pg. 35
Reclusive alchemists who dwell in the highest mountains or on the frozen tundra devote their skills to mastering the cold.

Icy Bombs (Su): An ice chemist’s bombs deal cold damage instead of fire damage. In place of an alchemist discovery, she can learn to create bombs that deal fire damage like normal alchemist bombs do, though she can’t apply discoveries that modify bombs to such fire bombs that she creates. An ice alchemist’s icy bombs can still be poisonous or create thick vapors similar to smoke, but she cannot apply the explosive or inferno bomb discoveries to them.

This alters the bomb class feature.

Cold Sweat (Su): At 2nd level, an ice chemist channels her affinity for cold energy into her personal space, keeping herself and her gear cool. She gains cold resistance equal to her alchemist level and can survive comfortably in temperatures as low as –50º Fahrenheit. This replaces poison resistance and poison immunity.

Frost Bomb (Su): At 2nd level, an ice chemist gains the frost bomb discovery. This replaces the discovery that the alchemist normally gains at 2nd level.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #36 于: 2023-07-02, 周日 00:19:50 »
感谢 傻豆 翻译了原始版的启蒙化学家 变体
本篇由 晓慕思姬 进行更新与除错。

灵感化学家(Inspired Chemist)
出自 进化职业手册(Advanced Class Guide) 75页
和心智药师(Mindchemist)类似,灵感化学家使用一种特殊的药剂,这些药剂不会增加她们心智上的能力,而是赋予她们如同调查员一般的灵感。这种灵感为她们提供了避免危险的力量,但同时也对她们的身体带来了损害。

灵感神药(Inspiring Cognatogen):一级时,灵感化学家获得了灵感神药(Inspiring Cognatogen)科研发现(她仍然可以选择突变药剂科研发现)。
灵感神药替换了突变药剂。

奖励专长(Bonus Feats):灵感化学家可以选择技能专攻(解除装置、易容、医疗、任意知识、察言观色、法术辨识或使用魔法装置)来代替一个科研发现。

额外调查员天赋(Bonus Investigator Talents):灵感化学家可以选择两个调查员天赋来代替一个科研发现,但只有她处于灵感神药的影响下时才可以使用这些天赋。

语言(Languages):灵感化学家可以学习三种语言来代替一个科研发现。

科研发现(Discoveries):以下科研发现可以完善灵感化学家的能力:至高灵感神药(grand inspiring cognatogen)、高等灵感神药(greater inspiring cognatoge)和爆破灵感(inspired bomb)。

劇透 -  原文:
Inspired Chemist
Source Advanced Class Guide pg. 75
Akin to a mindchemist, inspired chemists use a type of cognatogen that instead of increasing their mental ability scores grants them inspiration like an investigator. This inspiration also grants an inspired chemist amazing powers to avoid danger, but takes a toll on both physical power and health.

Inspiring Cognatogen: At 1st level, an inspired chemist learns how to create an inspiring cognatogen, as the inspiring cognatogen discovery. This ability replaces the mutagen class ability. (This means that an inspired chemist cannot create mutagens unless he selects the mutagen discovery).

Bonus Feats: An inspired chemist can select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, Spellcraft, or Use Magic Device) in place of a discovery.

Bonus Investigator Talents: An inspired chemist can select any two investigator talents in place of a discovery, but can only use these talents while under the effect of an inspiring cognatogen.

Languages: An inspired chemist can learn three languages in place of a discovery.

Discoveries: The following discoveries complement the inspired chemist archetype: grand inspiring cognatogen, greater inspiring cognatogen, and inspired bomb.
« 上次编辑: 2023-07-02, 周日 16:02:07 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #37 于: 2023-07-02, 周日 01:53:16 »
感谢 PATIBAUL 翻译了原始版的体内鍊金师变体
本篇由 晓慕思姬 进行更新与除错。

内修炼金师(Internal Alchemist)
出自 终极魔法(Ultimate Magic) 18页
内修炼金师研读医药、饮食与活体自我净化机能的学识,力求以炼金合剂和控制生体能量达至不朽境地。借由对身体运作模式的高度认识,炼体士发展出非凡的肉体能力。

呼吸之秘(Breath Mastery):1级起,内修炼金师能控制自身的呼吸以及体内生命能量的流动。他不需准备便能够屏息等同他体质值的轮数(在此之后,他必须进行体质检定,否则就有窒息的风险);借由花费整轮动作先行准备,他能够将屏息的时间延长至每点体质值1小时之久。在因为没有进食或饮水而开始承受减值前,炼金术士可以坚持正常人两倍的时间。他也可以用移动动作令自己陷入生命暂停的状态,他接着会失去意识并且看上去已彻底死亡;他会在事先设定好的时间转醒,或是在他进入这种状态时预先设置好作为某种情形的反应而苏醒。
呼吸之秘替换了随手投掷。

奖励专长(Bonus Feats):内修炼金师可以选取以下专长来代替一个科研发现:警觉,额外气池,强韧加强,精通重击(徒手攻击),精通先攻,精通徒手打击,钢铁意志,闪电反射,震慑拳,武器专攻(徒手打击)。

疾病抗力(Disease Resistance):3级起,内修炼金师对疾病的豁免获得等同于毒性抗力的加值。当他获得毒素免疫时,他同时也获得疾病免疫。
疾病抗力替换了迅捷炼金。

直觉闪避(Uncanny Dodge):6级起,内修炼金师能在自身感官正常能令他察知到之前就对危险有所反应。他不会陷入措手不及,若是攻击者不可见也不会使他失去AC上的敏捷加值。不过,若是他无法行动(immobilized)或敌人对他施展虚招(见唬骗),他仍然会失去AC上的敏捷加值。若内修炼金师已从其他职业获得直觉闪避,他自动获得精通直觉闪避(如同游荡者同名职业能力)。
直觉闪避替换了迅捷上毒。

科研发现(Discoveries):以下科研发现可以完善内修炼金师的能力:异变药剂(cognatogen)、生命灵药(elixir of life)、究极异变(grand cognatogen)、高级异变(greater cognatogen)、阴魂不散(Lingering Spirit)、木乃伊化(Mummification)和自体再生(spontaneous healing)。

劇透 -  原文:
Internal Alchemist
Source Ultimate Magic pg. 18
An internal alchemist studies medicine, diet, and the living body to purify the self in the hope of gaining immortality by means of alchemical concoctions and controlling vital energy. Internal alchemists develop unusual physical abilities from heightened knowledge of how their bodies work. An internal alchemist has the following class features.

Breath Mastery: At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. This ability replaces Throw Anything.

Bonus Feats: An internal alchemist can select Alertness, Extra Ki, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Iron Will, Lighting Reflexes, Stunning Fist, or Weapon Focus (unarmed strike) in place of an alchemical discovery.

Disease Resistance: At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces swift alchemy.

Uncanny Dodge: Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him. If the internal alchemist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (as a rogue) instead. This ability replaces swift poisoning.

Discoveries: The following discoveries complement the internal alchemist archetype: cognatogen, elixir of life, grand cognatogen, greater cognatogen, lingering spirit, mummification, and spontaneous healing.
« 上次编辑: 2023-07-03, 周一 22:37:17 由 晓慕思姬 »
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「"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」

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我所诉说的故事结局
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #38 于: 2023-07-02, 周日 13:43:25 »
感谢 傻豆 翻译了原始版的审讯官变体
本篇由 晓慕思姬 进行更新与除错。

审讯官(Interrogator)
出自 极限诡道(Ultimate Intrigue) 18页
审讯官善于利用炼金术和传统方式来从那些不愿意开口的人身上获取情报。

PFS修正:审讯官获得技能专攻(威吓或察言观色)代替额外炼金炸弹作为奖励专长。

本职技能(Class Skills):审讯官将威吓和察言观色加入本职技能列表。
这调整了审讯官的本职技能列表。

注射针剂(Injections,Su):1级起,审讯官可以使用她的炼金术知识来制造注射针剂,她每天可以制造的针剂数量为审讯官等级+她的智力调整值。制造这些针剂需要一个小时,在针剂被审讯官使用之前,它们处于惰性。
使用注射针剂是一个需要进行近战接触攻击的标准动作。如果攻击命中,目标的的意志豁免承受-2罚值,持续时间等同于1/2审讯官等级每分钟(最少1分钟)。如果审讯官在这次注射中使用了血清,那么意志豁免的罚值会应用到基于血清的豁免中。

如果近战接触攻击失败,则注射失效,但仍可以再次使用,一旦激活,针剂的效果将持续一天。未进行注射的针剂离开审讯官手中便会失去效力,当它重新回到审讯官手中时便会激活。多次注射的惩罚不会叠加,也不会与催眠师的催眠注视(Hypnotic Stare)或女巫的邪眼(Evil Eye)巫术带来的惩罚叠加。注射针剂是一个影响心灵的毒素效果。
注射针剂替换了炼金炸弹。

血清(Serums,Su):一级起,审讯官通过在注射针剂中添加血清来增强影响他人的能力。她在每日准备注射针剂的同时准备血清,在进行注射针剂的攻击检定之前,她可以以迅捷动作将血清填入针剂。审讯官在一级获得一种血清,她可以通过获得另一种血清来代替一个科研发现。血清的豁免DC等于10+1/2审讯官等级+她的智力调整值。一个生物一次只能受到一种血清的影响,同一生物受到的任何血清效果都会取代旧的血清(记忆修正血清除外)。除非另有说明,否则通过血清豁免的生物会在24小时内免疫该血清的效果。
血清替换了突变药剂,长效突变药剂。审讯官永远无法获得突变药剂类能力,即使是通过科研发现或其他职业能力也是如此。
引述: 血清列表
魅惑:在意志豁免中失败的生物对审讯官的态度变为友善,如同受到魅惑人类(Charm Person)的影响,使用审讯官等级作为施法者等级。8级起,这个能力视为魅惑怪物 (Charm Monster)

遵从:意志豁免失败的生物受到暗示术(suggestion)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到8级才可以选取这个血清。

困惑:意志豁免失败生物困惑每审讯官等级1轮。审讯官至少达到6级才可以选取这个血清。

迷魂:意志豁免失败的生物迷魂每审讯官等级1轮。

麻痹:意志豁免失败的生物受到人类定身术(hold person)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到8级才可以选取这个血清。

诚实:意志豁免失败的生物会被迫如实回答审讯官的问题。审讯官每两个职业等级可以问一个问题(最少1),答案可能是简短、模糊或重复的,尤其是当被注射的生物对审讯官的态度并不友好时,但它们并不虚假。如果一个生物在一周内受到了诚实血清的影响,无论他豁免成功还是失败,任何新注射的诚实血清都会失效。

记忆修正:意志豁免失败的生物受到篡改记忆 (Modify Memory)效果的影响,使用审讯官等级作为施法者等级。审讯官至少达到12级才可以选取这个血清。

劇透 -  原文:
Interrogator
Source Ultimate Intrigue pg. 18
An interrogator extracts vital information from reluctant individuals using alchemical and traditional methods.

Class Skills: An interrogator adds Intimidate and Sense Motive to his list of class skills.

This alters the alchemist’s class skills.

Injections (Su): At 1st level, an interrogator uses his skill with alchemy to create injections. Each day, an interrogator can create a number of injections equal to his alchemist level + his Intelligence modifier. It takes 1 hour to create the injections. An injection is inert until the interrogator attempts to use it.

Using an injection is a standard action that requires a melee touch attack. If the attack hits, the target of an injection takes a –2 penalty on its Will saving throws for a number of minutes equal to half the interrogator’s class level (minimum 1). If the interrogator is also using a serum with this injection, the penalty on Will saves applies to any save against the serum.

If the melee touch attack fails, the injection isn’t delivered but can still be used again—once activated, it remains potent for 1 day. An injection that hasn’t been administered becomes inert if it leaves the interrogator’s possession, reactivating as soon as it returns to his possession. The penalties from multiple injections don’t stack, nor do the penalties from injections stack with penalties from a mesmerist’s stare or a witch’s evil eye hex. Injections are mind-affecting poison effects.

This ability replaces bomb.

Serums (Su): At 1st level, an interrogator augments his ability to influence others through supplemental serums. An interrogator prepares his serums at the same time as his injections and he can apply them to any injection as a swift action before he makes the attack roll for the injection. An interrogator knows one serum at 1st level and can learn another serum in place of a discovery. The save DCs of serums are equal to 10 + 1/2 the interrogator’s alchemist level + his Intelligence modifier. A creature can be under the effect of only a single serum at a time—with the exception of memory modification serum—with any further serums on the same creature replacing the old serum. Unless otherwise noted, a creature that succeeds on its saving throw against a serum is immune to that serum’s effects for 24 hours. An interrogator can never gain any sort of mutagen or cognatogen, even from a discovery or another class. This ability replaces mutagen and persistent mutagen.

Charming: The injected creature must succeed at a Will save or treat the interrogator favorably, as if affected by charm person with a caster level equal to the interrogator’s alchemist level. At 8th level, this serum acts as charm monster.

Compliance: On a failed Will save, the subject of this injection is affected by a suggestion with a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 8th level to learn this serum.

Confusion: On a failed Will save, the injected creature is confused for 1 round per alchemist level the interrogator has. An alchemist must be at least 6th level to learn this serum. Hypnosis: The injected creature must succeed at a Will save or become fascinated for 1 round per alchemist level the interrogator has.

Memory Modification: On a failed Will save, the target of this serum is affected by modify memory at a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 12th level to learn this serum.

Paralytic: On a failed Will save, the injected creature is affected by hold person with a caster level equal to the interrogator’s alchemist level. An alchemist must be at least 8th level to learn this serum.

Truth: A creature injected with a truth serum must succeed at a Will save or be compelled to answer the interrogator’s questions truthfully. The interrogator can ask one question per 2 alchemist levels (minimum 1). Answers might be brief, cryptic, or repetitive, especially if the injected creature is unfriendly, but they aren’t false. If a creature has been subjected to a truth serum within the past week, whether it succeeded at or failed its save, any new serum fails.
译注:诚实血清原文为If a creature has been subjected to a truth serum within the past week, whether it succeeded at or failed its save, any new serum fails,不清楚仅对诚实血清生效还是对所有血清生效。
« 上次编辑: 2023-07-03, 周一 05:58:10 由 晓慕思姬 »
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「"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」

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《正义之怒》

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #39 于: 2023-07-02, 周日 14:36:52 »
感谢 白猫 翻译了原始版的疯狂科学家变体
本篇由 晓慕思姬 进行更新与除错。

科学狂人(Aerochemist)
出自 惧怖冒险(Ultimate Intrigue) 45页
科学狂人的同事嘲笑她的见解,嘲弄她的理论,并将她驱逐出了学术界,仅仅是因为他们的软弱所以害怕去理解她的发现。他们以为她已经完蛋了,但他们错了。

疯狂天才(Mad Genius,Su):2级起,科学狂人可以通过对自己造成1d3点的感知伤害(如果使用理智规则,则造成1d6点的理智伤害),创造一份天才化合炼成作为她每日化合炼成的其中一份。 此炼成需要花费的时间和精力与制造同等级的正常化合炼成一样,但并不是选择她所知的公式来制造,天才化合炼成具有不可预测的结果。当炼金术士(或者盟友,如果她有灌注炼成)喝下化合炼成时,它会从高于该化和炼成环级1环的炼金术公式列表中产生一个随机效果。
例如,如果她使用2环化合炼成来创造天才化合炼成,它将产生随机的3环炼金术公式的效果。没有任何办法可以预测天才化合炼成在饮用前会产生什么效果。天才化合炼成的最低施法者等级等于所使用的化合炼成的最低施法者等级,而不是产生效果的施法者等级。 例如,产生出狐之狡黠效果的天才化合炼成的最小施法者等级为1(因为使用1环化合炼成),而不是4(2环化合炼成)。
疯狂天才调整了炼金术并替换了2级科研发现。

疯狂突变剂(Mad Mutagen,Su):4级起,科学狂人可以调制出疯狂突变剂取代正常的突变药剂。如果她这样做,当她调制时她不需要做任何关于突变药剂的选择(包括是否要调制成异变药剂或类突变药剂能力,如果她有适当的科研发现)。
当疯狂科学家喝下她的疯狂突变药剂时,她可临时做出决定,但她也会受到1d4点的感知伤害(如果使用理智规则,则会造成1d8点的理智伤害)。如果任何人,甚至是另一个炼金术士,喝下此疯狂突变药剂,那个人必须通过一次意志豁免(与防止反胃相同的强韧豁免DC),否则会困惑1小时。
疯狂突变剂调整了突变药剂并替换了4级科研发现。

劇透 -  原文:
Mad Scientist
Source Horror Adventures pg. 45
The mad scientist’s colleagues laughed at her insights, mocked her theories, and hounded her from the halls of academia, simply because they were too weak and frightened to understand her work. They thought she was finished. They were wrong.

Mad Genius (Su): At 2nd level, a mad scientist can deal 1d3 points of Wisdom damage to herself (or 1d6 points of sanity damage if employing the sanity rules found on page 12) to create a genius extract as one of her daily 1st-, 2nd-, 3rd-, 4th-, or 5th-level extracts. This otherwise takes the same amount of time and effort as creating a normal extract of its level, but instead of her choosing a formula she knows for it to grant, a genius extract has an unpredictable result. When the alchemist (or an ally, if she has the infusion discovery) drinks the extract, it produces a random effect from the list of alchemist formulae on page 32 of the Advanced Player’s Guide of 1 spell level higher than the extract’s spell level. For instance, if she creates a genius extract using a 2nd-level extract, it would produce the effect of a random 3rd-level alchemist formula. There is no way to predict which effect a genius extract will produce before drinking it. A genius extract’s minimum caster level is equal to the minimum caster level of the extract used, not the effect produced. So, for instance, a genius extract that produced a fox’s cunning effect would have a minimum caster level of 1 (for the 1st-level extract used) rather than 4 (for the 2nd-level effect). There are 29 potential 2nd-level extracts, 23 potential 3rd-level extracts, 18 potential 4th-level extracts, 15 potential 5th-level extracts, and 15 potential 6th-level extracts.

This ability alters alchemy and replaces the discovery gained at 2nd level.

Mad Mutagen (Su): At 4th level, a mad scientist can brew a mad mutagen in place of a normal mutagen. If she does so, she need not make any decisions about the mutagen (including whether to make it a cognatogen or another variant mutagen if she has the appropriate discoveries) when she brews it. When the mad scientist drinks her mad mutagen, she makes those decisions on the fly, but she also takes 1d4 points of Wisdom damage (or 1d8 points of sanity damage if using the sanity rules on page 12). If anyone else, even another alchemist, drinks a mad mutagen, that person must succeed at a Will save (with the same DC as for the Fortitude save against nausea) or she becomes confused for 1 hour.

This ability alters the alchemist’s mutagen and replaces the discovery gained at 4th level.

Alchemist Formulae from the Advanced Player's Guide
2nd-Level Alchemist Formulae—aid, alchemical allocation, alter self, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, darkvision, delay poison, detect thoughts, eagle’s splendor, elemental touch, false life, fire breath, fox’s cunning, invisibility, levitate, owl’s wisdom, perceive cues, protection from arrows, resist energy, restoration (lesser), see invisibility, spider climb, transmute potion to poison, undetectable alignment, vomit swarm.

3rd-Level Alchemist Formulae—absorbing touch, amplify elixir, arcane sight, beast shape I, bloodhound, cure serious wounds, displacement, draconic reservoir, elemental aura, fly, gaseous form, haste, heroism, nondetection, protection from energy, rage, remove blindness/deafness, remove curse, remove disease, seek thoughts, thorn body, tongues, water breathing.

4th-Level Alchemist Formulae—air walk, arcane eye, beast shape II, cure critical wounds, death ward, detonate, discern lies, dragon’s breath, elemental body I, fire shield, fluid form, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin, universal formula.

5th-Level Alchemist Formulae—beast shape III, contact other plane, delayed consumption, dream, elemental body II, elude time, magic jar, nightmare, overland flight, planar adaptation, plant shape I, polymorph, resurgent transformation, sending, spell resistance.

6th-Level Alchemist Formulae—analyze dweomer, beast shape IV, elemental body III, eyebite, form of the dragon I, giant form I, heal, mislead, plant shape II, shadow walk, statue, transformation, true seeing, twin form, wind walk.
« 上次编辑: 2023-07-02, 周日 15:33:29 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》