作者 主题: 【PF1e】全变体整理:炼金术士  (阅读 20774 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 #40 于: 2023-07-02, 周日 15:25:07 »
感谢 傻豆 翻译了原始版的变异人变体
本篇由 晓慕思姬 进行更新与除错。

化身者(Metamorph)
出自 极限诡道(Ultimate Intrigue) 19页
化身者脱离了传统的炼金术,转而研究内在与生命的变化。

PFS修正:化身者获得技能专攻(攀爬、易容、飞行或游泳)代替额外炼金炸弹作为奖励专长。

本职技能(Class Skills):化身者将易容添加到本职列表中
这调整了化身者的本职技能列表。

千变万化(Shapechanger,Su):1级起,化身者获得将自己变为另一种形体的能力。这个能力与变身术 (Alter Self)类似,除非此处另有说明。这个效果持续每化身者等级1小时,或直到她变回原来的形体为止。改变形体是一个不会引发借机的标准动作(无论是变成另一种形体还是变回去),并且每次变身都会疲乏一轮。
化身者在1级时每天可以使用一次这个能力,在4级和之后每2级额外使用一次,最高为18级时9次。20级时,化身者每轮可以以自由动作使用该能力一次,可以在她任何行动之前或之后使用,并且没有每日次数限制。
这个能力在5级可以作为类人形态 Ⅰ(Monstrous Physique Ⅰ)使用,在9级作为类人形态 Ⅱ(Monstrous Physique Ⅱ)使用,在11级作为类人形态 Ⅲ(Monstrous Physique Ⅲ)使用,在13级作为类人形态 Ⅳ(Monstrous Physique Ⅳ)巨人形态Ⅰ(Giant Form Ⅰ)使用,在15级作为巨人形态Ⅱ(Giant Form Ⅱ)使用。
千变万化替换了炼金术(包括炼金炸弹,化合炼成,突变药剂)和随手投掷。

突变药剂(Mutagen,Ex):1级时,化身者获得与普通炼金术士相同的突变药剂能力。尽管她并没有通常赋予突变药剂的炼金术职业能力,但仍能如常选取突变药剂类科研发现。

适应性生理结构(Adaptive Physiology,Ex):3级起,化身者有25%的概率忽视重击和精准伤害,类似于保存器官(preserve organs)科研发现。6级起增加到50%,18级起增加到75%。
适应性生理结构替换了迅捷炼金,迅捷上毒和瞬间炼金。

劇透 -  原文:
The metamorph alchemist archetype grants Skill Focus (Climb, Disguise, Fly, or Swim) as a bonus feat instead of Extra Bombs.
Metamorph
Source Ultimate Intrigue pg. 19
Metamorphs eschew traditional alchemy, focusing on internal chemistry and the transfiguration of living forms.

Class Skills: A metamorph adds Disguise to her list of class skills.

This alters the alchemist’s class skills.

Shapechanger (Su): At 1st level, a metamorph gains the ability to transform herself into another form.
This ability functions like alter self, except as noted here. The effect lasts for 1 hour per metamorph’s alchemist level, or until she changes back. Changing form (to another form or back) is a standard action that doesn’t provoke attacks of opportunity. The metamorph is fatigued for 1 round each time she changes shape.

A metamorph can use this ability once per day at 1st level, and an additional time per day at 4th level, and every 2 alchemist levels thereafter, for a total of nine times at 18th level. At 20th level, a metamorph can use shapechanger as a free action once per round, either before or after all her other actions, with no daily limit.

This ability can also function as monstrous physique I at 5th level, as monstrous physique II at 9th level, as monstrous physique III at 11th level, as monstrous physique IV or giant form I at 13th level, and as giant form II at 15th level.

This ability replaces alchemy (which also includes bombs, extracts, and mutagen) and Throw Anything.

Mutagen (Ex): At 1st level, a metamorph gains mutagen as a normal alchemist. She can take mutagen and cognatogen discoveries despite not possessing the alchemy class feature that normally grants mutagen.

Adaptive Physiology (Ex): At 3rd level, a metamorph gains a 25% chance to negate critical hits and precision damage, similar to the preserve organs discovery. This chance increases to 50% at 6th level, and to 75% at 18th level.

This ability replaces swift alchemy, swift poisoning, and instant alchemy.
译注:我想写点什么,又看了看字里行间设计师的笑脸,还是放弃了。
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #41 于: 2023-07-02, 周日 16:01:39 »
感谢 PATIBAUL 翻译了原始版的心智化学家变体
本篇由 晓慕思姬 进行更新与除错。

心智药师(Mindchemist)
出自 极限魔法(Ultimate Magic) 18页
虽然大多数炼金术士都使用突变药剂牺牲自身心智来增强肉体能力,但心智药师却恰恰相反——使用它们来增强自己心智的力量。心智药师的心灵可以达到常人无法想象的高度,但她们的肉体却因此陷入了长久的衰弱之中。

异变药剂(Cognatogen):1级起,心智药师学会了异变药剂(Cognatogen)科研发现来制作异变药剂(她仍可以通过学习突变药剂(Mutagen)科研发现来制作突变药剂)。
异变药剂替换了突变药剂。

完美记忆(Perfect Recall):2级起,心智药师可以在知识检定和回想起事物的智力检定上再次添加智力调整值(如知识(历史)等级5且智力调整值为2的心智药师在使用该技能时的总加值为+9(5+2+2))。
完美记忆替换了用毒。

奖励专长(Bonus Feats):心智药师可以选取以下专长来代替一个科研发现:技能专攻(解除装置、易容、医疗、任意知识、察言观色或法术辨识)。

语言(Languages):心智药师可以学习三种语言来代替一个科研发现。

科研发现(Discoveries):以下科研发现可以完善心智药师的能力:究极异变(grand cognatogen)、高级异变(greater cognatogen)、灌注突变(infuse mutagen)。

劇透 -  原文:
Mindchemist
Source Ultimate Magic pg. 19
While most alchemists use mutagens to boost their physical ability at the cost of mental ability, some use alchemy for the opposite purpose—to boost the power of the mind and memory. A mindchemist can reach incredible levels of mental acuity, but suffers lingering debilitating effects to his physique. A mindchemist has the following class features.

Cognatogen: At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Bonus Feats: A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery.

Languages: A mindchemist may learn three languages in place of a discovery.

Discoveries: The following discoveries complement the mindchemist archetype: grand cognatogen, greater cognatogen, infuse mutagen.
« 上次编辑: 2023-07-02, 周日 16:05:52 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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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #42 于: 2023-07-02, 周日 16:46:55 »
感谢 随缘等团的犬良人 翻译了原始版的调酒师变体
本篇由 晓慕思姬 进行更新与除错。

调酒师(Mixologist)
出自 内海酒吧(Inner Sea Taverns) 57页
调酒师专注于掌握酒精和肉体之间那美妙的化学反应。尽管她们酿造的强力药水可能有些缺点,但至少可以让人感到愉悦。

酒精炼金术(Alcoholic Alchemy,Su):调酒师可以通过在药水和化合炼成中混入酒精来增强它们的效果。当她酿造药水时,她可以在原材料上额外花费10gp,以在决定药水的效果时将施法者等级+1,但该药水被视为烈性酒精饮料(strong alcoholic drink)。当她准备化合炼成时,她可以额外花费1分钟来将化合炼成的施法者等级提升1级,但该化合炼成被视为烈性酒精饮料(strong alcoholic drink)。调酒师每环只能准备一份酒精化合炼成。她永远不能获得突变药剂类科研发现。
酒精炼金术调整了炼金术,制造药水并替换了突变药剂。

酒精炸弹(Alcoholic Bombs,Su):当调酒师制作炼金炸弹时,她能让爆炸产生醉人的烟雾。一个被酒精炸弹直接命中的生物须要通过强韧豁免,否则陷入微醺(tipsy)状态。如果该生物原本就已陷入微醺状态,则改为陷入醉酒(drunk)状态。如果该生物原本就已经陷入醉酒状态,则改为陷入酩酊大醉(soused)状态。一个酩酊大醉的生物若未能通过强韧豁免,会失去意识(passes out)1d3小时,并在醒来时获得宿醉(hangover)状态。此能力视同改造炼金炸弹的科研发现,所以不能与其他同类科研发现叠加。
酒精炸弹替换了2级科研发现。

酒精抗力(Alcoholic Resistance,Ex):2级起,调酒师对抗毒素的检定加值也能应用在减少醉酒和避免失去意识的检定。此能力不会使调酒师免疫酒精效果。
酒精抗力调整了毒性抗力。

调酒大师(Mixologist Master,Su):只要她可准备的化合炼成数量允许,调酒师每环便至多可以准备两份酒精化合炼成。
调酒大师替换了长效突变药剂。

引述: 状态与烈性酒精饮料
出自Inner Sea Taverns 54,55页

微醺(tipsy):你开始感受到酒精的威力。依据你的性情,你的自制力可能会稍微降低,或者你开始变得下流。你在所有基于敏捷或力量的技能检定和意志检定获得-1减值。若你又额外饮用了等同你体质调整值一半(至少1)份量的酒精饮料,你将变为醉酒(drunk)。
在你没有饮用任何酒精的每个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过一个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回清醒。

醉酒(drunk):你完全醉了。你可能会展现出夸张后的平常性格,又或是完全相反的性格。你在属性检定、攻击检定、豁免检定和技能检定获得-2减值,但你在对抗非致命伤害时获得DR1/-。若你在一小时内又额外饮用了等同你体质调整值一半(至少1)份量的酒精饮料,或你在你体质调整值一半(至少1)个小时内,持续每小时饮用超过一份酒精饮料,你将变为酩酊大醉(soused)。
在你没有饮用任何酒精的每两个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过两个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回微醺。

酩酊大醉(soused):你喝太多了。你讲话含糊不清并且判断力也受到影响。你在属性检定、攻击检定、豁免检定和技能检定获得-4减值,但你在对抗非致命伤害时获得DR2/-,并且你在对抗痛苦效果时的豁免检定可以双骰取高。此时你每次饮用酒精饮料,你必须通过强韧检定(DC=15,每经过一次检定+1)或失去意识(pass out)。
在你没有饮用任何酒精的每两个小时,你可以尝试进行强韧检定(DC=10+自你上次清醒以来饮用的每份酒精饮料的数量)。如果没有饮用酒精,每经过两个小时你可以在此检定上获得+1加值。如果你成功了,你将会变回醉酒。

失去意识(passes out):你完全屈服在酒精的影响。你会昏迷(unconscious)并在2d4小时内自然恢复清醒(虽然你可能会陷入宿醉,见下)。你必须通过DC20的强韧检定或忘记过去1d6小时的记忆(或从你开始饮酒时,视何者较短),如同修改记忆(modify memory)。

宿醉(hangover):如果角色失去意识(passed out)或在醉酒(drunk)及酩酊大醉(soused)期间入睡,这个角色很有可能会在宿醉中醒来。当角色醒来时,他必须通过强韧检定(DC=15+你饮用的酒精饮料数量)或变为恶心直到他获得另外8小时的休息。次级复原术或类似的魔法可以治疗恶心状态。此外,该状态会在受影响的角色再次陷入微醺(tipsy)时移除。
依据GM的判断,角色在接下来四周内,每周陷入醉酒(drunk)或更糟的状态三次以上,可能会获得中度成瘾(moderate addiction,见Game Mastery Guide 236页),豁免DC取决于酒精强度(大部分酒精都在DC16左右)。角色若持续滥用酒精,每多连续一周该DC+2。沉迷于酒精的角色若是没有进入醉酒(drunk)或更糟的状态中,会受到有关成瘾(addiction)规则的惩罚。

烈性酒精饮料(strong alcoholic drink):这个系统假定角色饮用的是标准酒精饮料,例如一杯麦酒、一杯葡萄酒或少量烈酒,但有些饮料(例如,经过三重蒸馏的私酿酒(triple-distilled moonshine))具有更高的酒精含量。依据GM的判断,浓烈饮料(strong drink)可能在达到下一个酒醉等级的进程中被视为双份酒精饮料,或在避免失去意识(passing out)的豁免检定造成累积的-2减值。对某些令人难以置信的浓烈饮料,这些惩罚可能会更高,尽管这些饮料通常不适合一般凡人过度使用。
劇透 -  原文:
Mixologist
Source Inner Sea Taverns pg. 57
Certain alchemists focus on mastering the chemical reactions between alcohol and the physical body. Though the powerful potions they brew can have drawbacks, they are at least pleasurable.

Alcoholic Alchemy (Su): A mixologist can infuse potions and extracts he creates with alcohol, increasing their potency. When a mixologist brews a potion, he can spend an additional 10 gp in raw materials to increase his caster level by 1 for the purpose of the potion’s effects, but the potion counts as a strong alcoholic drink (see the sidebar on page 55). When a mixologist creates his extracts, he can spend 1 extra minute doing so to increase his caster level by 1 for the purpose of that extract’s effects, but the extract counts as a strong alcoholic drink. A mixologist can prepare one alcoholic extract for each level of extracts he can prepare. A mixologist can’t ever gain a mutagen or discoveries that alter mutagens.

This alters alchemy and brew potion and replaces mutagen.

Alcoholic Bombs (Su): When the mixologist creates a bomb, he can cause the detonation to produce intoxicating fumes. A creature that takes a direct hit from an alcoholic bomb becomes tipsy (see page 54) if it fails a Fortitude saving throw. If the creature is already tipsy, it becomes drunk instead. If the creature is already drunk, it becomes soused instead. A soused creature that fails its Fortitude saving throw passes out for 1d3 hours and wakes up with a hangover. This ability counts as a discovery that modifies bombs, so it doesn’t stack with other discoveries that modify bombs.

This replaces the discovery gained at 2nd level.

Alcoholic Resistance (Ex): At 2nd level, a mixologist’s bonus on saving throws against poison also applies on saving throws to become less drunk and to avoid passing out. This doesn’t allow a mixologist to become immune to alcohol.

This alters poison resistance.

Mixologist Master (Su): At 14th level, a mixologist can have up to two alcoholic extracts for each level of extracts he can prepare as long as he can prepare at least two extracts of that level.

This replaces persistent mutagen.
« 上次编辑: 2023-07-02, 周日 17:02:39 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」

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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 #43 于: 2023-07-02, 周日 17:48:11 »
感谢 Xu22341380008 翻译了原始版的记忆炼成师变体
本篇由 晓慕思姬 进行更新与除错。

记忆炼成师(Mnemostiller)
出自 遥远国度(Distant Realms) 52页
记忆炼成师提取记忆,将记忆化为名为心雾的浓厚蒸汽储存起来。对他们而言回想过去的记忆就像喝药水一样简单。而经验丰富的记忆炼成师更能通过利用记忆中的创伤和胜利创造各种效果。

混合心智(Mental Ambix):记忆炼成师的炼金术依赖于自己的人格力量,以自身的心灵作为炼金实验室萃取和提纯收集来的记忆。记忆炼成师用魅力替代智力决定化合炼成的效果和奖励炼成位,但仍然用智力满足公式的学习条件。每日魅力调整值次,她可以将侦测思想 (Detect Thoughts)作为类法术能力施展(最少每日一次)。
混合心智调整了炼金术并替换了随手投掷。

纯净药剂(Rasugen,Su):记忆炼成师可以制作一种被称为纯净药剂的特殊突变药剂,纯净药剂可以抑制她的思想使其进入一种澄澈空灵的状态。这种状态下的记忆炼成师有着难以置信的适应力,但无法执行复杂的技能。喝下纯净药剂后,记忆炼成师获得每职业等级2点临时生命,所有豁免+2炼金加值,同时她的智力受到-2罚值,并且无法进行估价、工艺、解除装置、医疗、知识(所有)、专业、巧手和法术辨识检定。纯净药剂在其他方面如同突变药剂一般作用。
纯净药剂替换了突变药剂。记忆炼成师永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。

痛苦炸弹(Anguish Bomb,Su):记忆炼成师用痛苦和不适的记忆制造炸弹,造成心灵伤害。痛苦炸弹如同普通的炼金炸弹,除了它会造成非致命伤害。而且不会对无生命物体和免疫影响心灵的目标造成伤害,而被炸弹溅射的目标可以尝试意志豁免以减半伤害。记忆炼成师使用魅力调整值代替智力调整值来计算炸弹伤害和豁免DC,但仍然用智力计算每日炸弹次数。如果记忆炼成师在过去24小时内受到任何HP伤害,那么她的痛苦炸弹每2炼金师等级多造成1点非致命伤害。
这取代炼金炸弹。
痛苦炸弹替换了炼金炸弹。

记忆陈酿(Brewed Memories):记忆炼成师从他人脑海中提取的记忆中创造了些许独特的公式。2级时,她将讯息传递(Mindlink)、安慰效应(Placebo Effect)、思维回音(Thought Echo)作为一环公式添加到她的公式簿中。5级时,她将改写灵光(Aura Alteration)、侦测心像结界(Detect Mindscape)、心像门(Mindscape Door)作为二环公式添加到她的公式簿中。8级时,她将心智擦除(Mindwipe)、感知思维(Thoughtsense)作为三环公式添加到她的公式簿中。心智擦除的范围是接触到的生物,并且只能应用于自愿或无助的生物。
记忆陈酿替换了全等级的毒性抗力。

天然共情者(atural Empath,Ex):记忆炼成师的研究使她的情绪自然而然的集中在了他人身上。她在2级获得灌注炼成(Infusion)科研发现。
天然共情者替换了用毒。

探索心智(Mind-Delver,Su):10级起,每日魅力调整次(最少一次),记忆炼成师可以将精神质询(Mind Probe)作为类法术能力释放。
引述: 记忆提取术
记忆提取术最初是为了帮助和治愈那些经历过死亡的灵魂所研究的,它将受术者的记忆化作心雾,并小心地将其提取或归还,这使得那些饱经折磨的灵魂一次又一次地面对她们往过的恐惧,并最终战胜它们。
然而,在尖塔缘界(Spire's Edge)这座城市中,有很多灵魂渴望感受那些不属于她们的感受,无论那些感受是好是坏,因为这座城市的目的是进行永恒的等待,并且缺少足够的激情。黑市中的记忆炼成师会付出高昂的代价从那些不同寻常的灵魂中提取记忆,有时也会前往其他位面来扩充自己的库存,然后返回尖塔缘界出售这些商品。虽然这项业务与情报商人有一些摩擦,但记忆炼成师通常出售经验和情感而不是秘密。一些有目地的请愿者会尽可能地购买她们所能购买的记忆,以尝试将自己塑造成另一个位面的模样,通常她们会使用自己的记忆作为交易物品,直到原本的自我所剩无几。一些犯罪集团会以到访的灵魂或是异界生物作为目标,使用暴力来提取她们的记忆。
尖塔缘界也因记忆提取术而滋生了一个崭新的信仰:遗忘教会。教会的信徒很多屈服于对自身生活的期望,即对现有生活的不满足,因此将自己变成临时或永久的白纸状态,这样便能在无忧无扰的幸福中生活。另一些人则无法顺应自身的意愿,因此将自身的存在抹去,以求生活在无知之中。
这些对灵魂干涉的暗涌对于尖塔缘界的目的来说宛如一种诅咒,强大的招魂者正在积极地追捕这些记忆提取术的施术者以及遗忘教会的信徒,而对这些人的审判通常是将其流放到星界之中。

 
劇透 -  原文:
Mnemostiller
Source Distant Realms pg. 52
Mnemostillers extract memories, storing them as a thick vapor called mnemos. They can return memories as easily as administering a potion, and experienced mnemostillers create a variety of effects through the careful administration of past traumas or victories.

Mental Ambix: A mnemostiller’s alchemy relies on force of personality, using his own mind as an alchemy lab to draw and purify the mnemos collected from others. A mnemostiller uses his Charisma score in place of his Intelligence score for the purpose of extracts and bonus extracts. A mnemostiller still uses his Intelligence score to learn new formulae.

The mnemostiller can cast detect thoughts as a spell-like ability a number of times per day equal to his Charisma modifier (minimum 1).

This alters alchemy and replaces throw anything.

Rasugen (Su): A mnemostiller learns to brew a unique type of mutagen, called a rasugen, that suppresses his mind to enter a state of sublime purity. In this state, a mnemostiller becomes incredibly resilient, but cannot perform complex skills. Once imbibed, a rasugen grants a +2 alchemical bonus on all saving throws and 2 temporary hit points per alchemist level for 10 minutes per alchemist level. In addition, while the rasugen is in effect, a mnemostiller takes a –2 penalty to his Intelligence score and can’t attempt checks using Appraise, Craft, Disable Device, Heal, Knowledge (any), Profession, Sleight of Hand, or Spellcraft. This acts in all other ways like a mutagen.

This replaces mutagen. A mnemostiller can never gain the mutagen, cognatogen, or inspiring cognatogen ability, even from a discovery or another class.

Anguish Bomb (Su): A mnemostiller crafts his bombs from mnemos of pain and discomfort, inflicting psychic damage. An anguish bomb is identical to a bomb except that it deals nonlethal damage, it deals no damage to inanimate objects and creatures immune to mental effects, and creatures caught in the anguish bomb’s splash can attempt a Will save for half damage. A mnemostiller uses his Charisma score in place of his Intelligence score to determine the bonus damage of his anguish bomb and the save DC of the anguish bomb’s splash damage. He still uses his Intelligence score to determine his number of bombs per day. If the mnemostiller has taken any hit point damage in the past 24 hours, his anguish bombs inflict 1 additional point of nonlethal damage for every 2 alchemist levels he has.

This replaces bombs.

Brewed Memories: A mnemostiller can create several unique extracts from the mnemos he pulls from the minds of others. At 2nd level, he adds mindlink, placebo effect, and thought echo to his formula book as 1st-level extracts. At 5th level, he adds aura alteration, detect mindscape, and mindscape door to his formula book as 2nd-level extracts. At 8th level, he adds mindwipe and thoughtsense to his formula book as 3rd-level extracts; the range for a mindwipe extract becomes creature touched, and it can be applied only to a helpless or willing creature.

This replaces poison resistance.

Natural Empath (Ex): A mnemostiller’s studies naturally focus on others. He gains infusion as a bonus discovery at 2nd level.

This replaces poison use.

Mind-Delver (Su): At 10th level, a mnemostiller can use mind probe as a spell-like ability a number of times per day equal to his Charisma modifier (minimum 1).

Mnemostil
First developed to help heal souls who had experienced undeath for a time, the art of mnemostil involves a practitioner carefully extracting or returning memories as an oily vapor—mnemos—which allows tortured souls to confront their past horrors one at a time while finding closure. In a city largely dedicated to waiting out eternity and cultivating absent passion, however, there are abundant souls eager to feel anything, good or bad. Black-market mnemostillers pay handsomely to extract memories from remarkable souls, even traveling to other planes to build up their stock before returning to Spire’s Edge to sell their wares. While there is some crossover with information brokers, mnemostillers typically sell experiences and emotions rather than secrets. Petitioners searching for purpose buy what memories they can to try and shape themselves toward one Outer Plane destination or another, often trading in their genuine memories as payment, until little of the original individual remains. Some criminal syndicates target visiting souls and outsiders to extract their memories by force.

Mnemostil has also created a unique faith in Spire’s Edge: amnesia cults. Many petitioners succumb to the expectation that they grow—that who they were in life is somehow not enough—and so render themselves into temporary or permanent blank slates to dwell in inert bliss. Others cannot reconcile their own actions and so wipe themselves clean to live in ignorance.

Pruning the development of the soul is anathema to the purpose of Spire’s Edge, and the city’s psychopomps aggressively hunt both mnemostillers and amnesia cultists, with punishment for the crime invariably being exile into the Astral Plane.
« 上次编辑: 2024-01-25, 周四 04:14:36 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #44 于: 2023-07-02, 周日 21:46:49 »
感谢 PATIBAUL 翻译了原始版的欧诺皮恩研究员变体
本篇由 晓慕思姬 进行更新与除错。

欧诺皮恩研究员(Oenopion Researcher)
出自 内海魔法(Inner Sea Magic) 37页
奈克斯(Nex)先进的魔法学识享誉人间,而欧诺皮恩的炼金术士们在制作药剂、灵药,以及其他对国家经济与制造怪物的血肉熔炉至关重要的药剂上有着无比高深的造诣。

科研发现(Discoveries):以下科研发现可以完善欧诺皮恩研究员的能力:强酸炸弹(Acid bomb)、瓶装泥怪(Bottled Ooze)、野性突变(Feral mutagen)、灌注突变(Infuse mutagen)、灌注炼成(infusion)、日光炸弹(sunlight bomb)。

实验性突变药剂(Experimental Mutagen):2级起,欧诺皮恩研究员学习了如何制造能使他人受益的突变药剂,尽管效力不如她的正常突变药剂。实验性突变药剂的效果如同标准突变药剂,但是天生护甲加值与属性值上的炼金加值只有正常的一半(+1天生护甲加值,并在一个属性值上+2)。喝下实验性突变药剂的生物不会因此反胃。在制造突变药剂的时候,研究员要决定是要制造标准突变药剂(对喝下它的其他生物没有效果)或是实验性突变药剂(对喝下它的其他生物有效);在成本、制造时间与突变药剂的其他任意面向上,两者没有区别。若研究员具有改变(alter)或强化突变药剂效果的科研发现或其他能力,也同样适用于实验性突变药剂(但饮用者只会获得突变药剂一半的数值加值)。
实验性突变药剂替换了用毒。

强酸抗力(Acid Resistance,Ex):3级起,欧诺皮恩研究员获得强酸抗力5。
强酸抗力替换了迅捷炼金。
劇透 -  原文:
Oenopion Researcher
Source Inner Sea Magic pg. 37
Nex is known for its advanced magical lore, and the alchemists of Oenopion are incredibly skilled at making potions, elixirs, and other materials crucial to the country’s economy and its monster-creating fleshforges. A Oenopion researcher has the following class features.

Discoveries: The following discoveries complement the Oenopion researcher archetype: acid bomb, bottled ooze,
 feral mutagen, infuse mutagen, infusion, sunlight bomb.

Experimental Mutagen (Su): At 2nd level, an Oenopion researcher learns how to create an experimental mutagen that benefits others, though not as well as his normal mutagen. The experimental mutagen works just like a standard mutagen, except the natural armor bonus and the alchemical bonus to the ability score are half normal (+1 natural armor bonus and +2 to one ability score). The experimental mutagen has no risk of nauseating a creature who drinks it. The researcher decides when he creates the mutagen if it is a standard mutagen (which gives no benefit if another creature drinks it) or an experimental mutagen (which does); there is no difference in the cost, time to create, or any other aspect of the mutagen. If the researcher has discoveries or other abilities that alter or increase the benefits of the mutagen, these apply to the experimental mutagen (though the drinker only gets half the numerical bonus of the mutagen). This ability replaces poison use.

Acid Resistance (Ex): At 3rd level, an Oenopion researcher gains acid resistance 5. This ability replaces swift alchemy.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #45 于: 2023-07-03, 周一 04:52:57 »
感谢 德拉卡 翻译了原始版的泥怪大师变体
本篇由 晓慕思姬 进行更新与除错。

泥怪大师(Oozemaster)
出自 怪物猎人手册(Monster Hunter's Handbook) 17页
泥怪大师是一种专门诱捕泥怪的炼金术士。泥怪大师会仔细研究他所捕获的泥怪,以帮助他创造新的,更有效的突变药剂和炼金炸弹。

本职技能(Class Skills):泥怪大师将知识(自然)移出本职技能列表,但将知识(地城)加入本职技能列表。
这调整了泥怪大师的本职技能列表。

泥怪炸弹(Ooze Bomb ,Su):泥怪大师的炸弹造成酸伤害而不是火焰伤害,并且只有直接命中才会造成伤害;它们没有溅射。被泥怪炸弹伤到的生物会在泥怪大师的下一回合开始时,受到等同于泥怪大师的智力调整值的额外强酸伤害。一名生物每轮只能受到1次这种延迟伤害;每次炸弹命中都会延长该效果1轮。
泥怪大师不能选择会改变他炸弹造成的伤害类型的科研发现,也不能选择会影响炸弹溅射半径的科研发现。
泥怪炸弹替换了炼金炸弹并在其他方面如同炼金炸弹。

泥怪毒素(Ooze Toxin,Ex):泥怪大师可以从泥怪的尸体中提取致命毒素并把它用于对付敌人,使他变为一名有着变幻莫测诡计的致命敌手。以一个整轮动作,泥怪大师可以在一只10分钟内死去的泥怪身上进行一次DC为10+泥怪挑战等级的工艺(炼金)检定来制造毒素。如果成功,泥怪大师可以提取出等同于泥怪体质调整值一半的毒素(最少1)。这些毒素可以保持效果1小时。
泥怪大师能以10尺射程增量的远程接触攻击投掷这些毒药,或者将毒素应用到武器上,就像是毒药一样。毒素造成1d6的酸伤害,并且每3个泥怪生命骰增加1d6酸伤害。如果泥怪除了攫抓(grab)外还有其他附加在挥击(slam attack)上的效果(比如胶质怪的麻痹能力),泥怪大师同样可以将这些特殊能力应用于此次攻击。该攻击产生的额外效果DC为10+1/2泥怪大师等级+他的智力调整值。
泥怪毒素替换了制造药水,但泥怪大师仍可以在不满足专长先决条件的情况下选择制造药水。

泥怪抗力(Ooze Resistance):2级起,泥怪大师应对泥怪的特殊能力变得得心应手。他在对抗泥怪的特异能力和超自然能力时豁免获得+2加值。这些加值在5级和之后每3级额外+1,20级最大+8.
泥怪抗力替换了全等级的毒性抗力。

科研发现(Discoveries):以下科研发现可以完善泥怪大师的能力:瓶装泥怪(Bottled Ooze)、泥怪荒疫(ooze blight)、分裂突变药剂(Splitting Mutagen )。

劇透 -  原文:
Oozemaster
Source Monster Hunter's Handbook pg. 17
The oozemaster is a specialized alchemist who fights and ensnares oozes. An oozemaster carefully studies the characteristics of the oozes he hunts to help him create new and more effective mutagens and bombs.

Class Skills: An oozemaster gains Knowledge (dungeoneering) as a class skill but does not gain Knowledge (nature) as a class skill.

Ooze Bomb (Su): An oozemaster’s bombs deal acid damage instead of fire damage, and they deal damage only on a direct hit; they do not splash. A creature damaged by an ooze bomb takes additional acid damage equal to the oozemaster’s Intelligence modifier at the start of the oozemaster’s next turn. A creature can take this delayed damage only once per round; additional hits extend the duration of the ongoing damage by 1 round each.

An oozemaster cannot select discoveries that change the type of damage dealt by his bombs, nor those that affect the bomb’s splash radius.

This ability otherwise functions as and replaces the bomb class feature.

Ooze Toxin (Ex): An oozemaster can extract deadly toxins from the bodies of slain oozes and use them against his foes, making him a deadly opponent with unpredictable stratagems. As a full-round action while adjacent to an ooze that died within the past 10 minutes, an oozemaster can attempt a Craft (alchemy) check with a DC equal to 10 + the ooze’s Challenge Rating to create a toxin. If successful, the oozemaster can extract a number of doses of toxin from an ooze equal to half its Constitution modifier (minimum 1). These toxins remain potent for 1 hour before becoming inert.

The oozemaster can throw an ooze toxin as a ranged touch attack with a range increment of 10 feet, or he can apply the toxin to a weapon as if it were an injury poison. The toxin deals 1d6 points of acid damage plus an additional 1d6 points of acid damage per 3 Hit Dice the ooze had. If the ooze had any additional effects conveyed by its slam attack other than grab (such as a gelatinous cube’s paralysis ability), the oozemaster can also apply these qualities to this attack. The save DC for additional abilities produced by this attack is 10 + half the alchemist’s level + the alchemist’s Intelligence modifier.

This ability replaces Brew Potion, though an oozemaster can still select Brew Potion without meeting the feat’s prerequisites.

Ooze Resistance: At 2nd level, an oozemaster becomes especially resistant to the abilities of his chosen foes. He gains a +2 bonus on saving throws against the extraordinary and supernatural abilities of oozes. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +8 at 20th level.

This replaces poison resistance and poison immunity.

Discoveries: The following discoveries complement the oozemaster archetype: bottled ooze, ooze blight, and splitting mutagen.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #46 于: 2023-07-03, 周一 05:25:24 »
感谢 归田卸甲退休孤寡老人 翻译了原始版的调香师变体
本篇由 晓慕思姬 进行更新与除错。

调香师(Perfumer)
出自 荒野源始(Wilderness Origins) 17页
当大多数炼金术士专注于爆炸的闪光,浓郁的药剂,戏剧性的突变时,少数人更喜欢精巧和优雅。调香师会将化合炼成提炼成最纯净、最稀薄的形式,然后在风中传播,她宁愿在社交场合分享令人目眩神迷的香气,也不愿在争吵前喝下扭曲骨骼的突变药剂。

雾化炼成(Atomized Extracts,Su):调香师的化合炼成被储存在喷雾器里,而不是瓶子里,这样他就可以把它们喷向自己或邻近的盟友。目标被认为是饮用者,就像她饮用了有科研发现灌注炼成效果的化合炼成。当吸入雾化器的内容物时,目标必须能够呼吸。雾化炼成其他方面视为化合炼成,如果不在炼金术士的掌握之中,它就会变成惰性。
雾化炼成调整了化合炼成并替换了制造药水。

泡沫炸弹(Effervescent Bombs,Su):调香师的炸弹并不直接造成伤害,而是制造一个5尺半径的泡沫水洼,这个水洼持续轮数等同于调香师的智力调整值(最少1轮)。区域内的生物立即受到1d4火焰伤害,此外每轮进入此区域,或停留在此区域的生物再次受到伤害。当水洼刚刚创造时就在内的生物,可以通过反射豁免将伤害减半(DC=10+1/2调香师等级+她的智力调整值)。泡沫炸弹的伤害在3级时增加1d4,之后每个奇数等级增加1d4。泡沫炸弹其他方面视为炼金炸弹,适用于炼金炸弹的科研发现也适用于泡沫炸弹。
泡沫炸弹调整了炼金炸弹。

信息素(Pheromones ,Su):调香师可以花费1个小时来提取一种由奇特信息素和炼金试剂组成的特殊的混合物,并将其储存在雾化器中。这种混合物在使用或香水师蒸馏出另一种信息素之前会一直保持活性,当她制作另一种信息素时,之前的信息素立刻变为惰性并且效果持续时间立刻结束。以一个标准动作,调香师可以将混合物喷在一个自愿的生物上,给予目标魅力+4的炼金加值和-2体质罚值,效果持续每调香师等级10分钟。此外,目标生物在交涉和唬骗检定上获得+2炼金加值。
信息素替换了突变药剂,调香师永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。

长效信息素(Persistent Pheromones):14级起,调香师学会了如何精炼信息素的能力,她的信息素在完全挥发之前最多可以影响四个不同的目标。这使得她可以用单一信息素影响多个目标。
长效信息素替换了长效突变药剂

劇透 -  原文:
Perfumer
Source Wilderness Origins pg. 17
While most alchemists focus on the flash of loud explosions, full-bodied potions, and dramatically transformative mutagens, others prefer subtlety and elegance. A perfumer alchemist refines extracts to their most pure and rarefied forms to spread on the wind, and would rather share a head-turning aroma at a social than drink a bone-twisting mutagen before a brawl.

Atomized Extracts (Su): A perfumer’s extracts are stored in atomizers, rather than bottles or vials, allowing him to spray them at himself or an adjacent ally. The target is considered the imbiber, as if she had drunk an extract prepared with the infusion discovery. As the contents of an atomizer are inhaled, the target must be able to breathe. Atomized extracts are considered extracts for purposes of other abilities, and become inert when not in the alchemist’s possession.

This alters extracts and replaces brew potion.

Effervescent Bombs (Su): Rather than deal direct damage, a perfumer’s bombs create an effervescent puddle in a 5-foot radius for a number of rounds equal to the alchemist’s intelligence bonus (minimum 1). Each creature within this area takes 1d4 points of fire damage immediately and again each round it remains within or enters the puddle. A creature caught in the puddle when it is first created can attempt a Reflex save (DC = 10 + half the perfumer’s level + the perfumer’s Intelligence modifier) for half damage. The effervescent bombs’ damage increases by 1d4 at 3rd level and every odd level thereafter. Effervescent bombs otherwise functions as bombs, and discoveries that apply to bombs apply to effervescent bombs.

This alters bomb.

Pheromones (Su): A perfumer can spend 1 hour to distill a special mixture of exotic pheromones and alchemical reagents and store it in an atomizer. The mixture remains potent until used or until the perfumer distills another pheromone mixture, at which point the first becomes inert and the duration of its effects immediately end. Spraying this mixture on a willing creature as a standard action grants the target a +4 alchemical bonus to Charisma and a –2 penalty to Constitution for 10 minutes per alchemist level. Additionally, the target creature gains a +2 alchemical bonus on Diplomacy and Bluff checks.

This replaces mutagen. A perfumer can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.

Persistent Pheromones: At 14th level, the alchemist gains the ability to distill extremely potent pheromones. His pheromone atomizers can be sprayed on up to four different targets before becoming fully used. This allows a perfumer to affect multiple targets with a single atomizer.

This replaces persistent mutagen.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #47 于: 2023-07-03, 周一 06:21:33 »
感谢 四月 翻译了原始版的瘟疫之源变体
本篇由 晓慕思姬 进行更新与除错。

瘟疫使者(Plague Bringer)
出自 进阶种族手册(Advanced Race Guide) 153页
瘟疫使者视疾病为终极武器,并且通过不懈的努力以掌握新的疾病与传播它们的方式。瘟疫使者并不会因为在激烈战斗中将他们的武器泼向敌人而比一名弓箭手向敌人射箭负有更大的愧疚。疾病只是工具,而瘟疫使者是它的主人。

PFS修正:瘟疫使者仅对鼠族为合法炼金术士变体选项。

瘟疫瓶(Plague Vial,Su):1级起,瘟疫使者可以制作出瘟疫瓶——以炼金术栽培并浓缩的疾病样本。制作瘟疫之瓶需要1小时,一旦制作完成,它的效果就会在使用前一直有效。瘟疫使者每次只能维持一瓶瘟疫瓶的效果,一旦他制作第二瓶,前一瓶的瘟疫就会失去活性。瘟疫瓶若被瘟疫使者以外的人持有则失去活性,直到它重回主人的手中。
饮用瘟疫瓶是一个标准动作。喝下之后,瘟疫瓶将会改变瘟疫使者的血液、汗液、眼泪以及其他体液,持续每瘟疫使者等级10分钟。任何以近战武器(长武除外)伤害他的生物必须进行一次成功的强韧豁免(DC=10+1/2瘟疫使者等级+他的智力调整值)否则将会恶心每瘟疫使者等级1轮。瘟疫使者免疫自己制造的瘟疫瓶的效果,但是依旧会受到其他人制作的瘟疫瓶影响。瘟疫瓶的效果不会叠加。
以一个标准动作,瘟疫使者可以使他的武器获得这个疾病的效果(通常是通过舔、以他的血或者脓水擦拭)。武器上沾染的病原体视为涂毒武器一般,除了造成的效果是疾病而非毒素(矮人的对抗毒素豁免对此无效)。
瘟疫使者以外的人(包括其他炼金术士)喝下瘟疫之瓶必须进行一次等同于瘟疫之瓶DC的豁免,未通过则会反胃1个小时。除非他习得突变药剂科研发现,否则他无法获得突变药剂的好处就如同他并非炼金术士一般。在任何时候,瘟疫使者只能受到瘟疫瓶或突变药剂的影响(二者其一);喝下任何一瓶都会立刻结束之前拥有的瘟疫瓶或突变药剂带来的任何效果。
任何对突变药剂的限制同样适用于瘟疫瓶,就好像他们是同一物质一样。灌注突变药剂科研发现以及长效突变药剂职业能力均适用于瘟疫瓶。粘稠毒药(Sticky Poison)科研发现适用于用武器感染瘟疫之瓶效果。瘟疫瓶是一种疾病效果(disease effect)。
瘟疫瓶替换了突变药剂。

疾病抗性(Disease Resistance,Ex):2级起,瘟疫使者在对抗疾病的豁免检定上获得+2加值。这个加值在5级提升至+4,在8级提升至+6。10级起,瘟疫使者对疾病完全免疫(包括魔法疾病)。
疾病抗性替换了全等级的毒性抗力。

科研发现(Discoveries):以下科研发现可以完善瘟疫使者的能力:高爆炸弹*(Explosive bomb*)、精确炸弹(Precise bombs)、烟雾炸弹*(Smoke bomb*)、炸裂喷吐*(Breath Weapon Bomb)、急速炸弹(Fast bombs)、瘟疫炸弹*(Plague Bomb*, Su)。

劇透 -  原文:
Plague Bringer
Source Advanced Race Guide pg. 153
The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master. A plague bringer has the following class features.

Plague Vial (Su): At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer’s possession becomes inert until a plague bringer picks it up again.

It’s a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer’s blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer’s level + the plague bringer’s Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another’s plague vial. The effects of multiple plague vials do not stack.

As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf’s resistance to poison does not apply).

Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial’s DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery , he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.

All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect. This ability replaces mutagen.

Disease Resistance (Ex): At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases). This ability replaces all increments of poison resistance and poison immunity.

Discoveries: The following discoveries complement the plague bringer archetype: explosive bomb, precise bombs, smoke bomb breath weapon bomb, fast bomb, nauseating bomb ; plague bomb.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #48 于: 2023-07-03, 周一 13:12:14 »
感谢 PATIBAUL、沉沦 翻译了原始版的保存学家变体
本篇由 晓慕思姬 进行更新与除错。

标本学者(Preservationist)
出自 极限魔法(Ultimate Magic) 19页
某些炼金术士痴迷于收集和保存奇特的生物。标本学者或许会使用瓶装的动物或怪物作为教学素材,但他们之中有一部份人学会了如何让它们短暂地“复活“,来为标本学者而战。

瓶装盟友I(Bottled Ally I):2级时,标本学者将驯养动物加入到他的本职技能列表中。他将召唤自然盟友I(Summon Nature's Ally I)作为1环化合炼成加入到公式簿中。在准备该化合炼成时,他实际上是制备一只装在瓶子里、微缩且保存良好的标本(就像施法者施展法术一样,标本学者直到使用该化合炼成前都需不要选择具体生物是什么)。当标本学者打开瓶子时,标本会活动起来并成长到正常的尺寸,如同法术效果服从保存学者的指示,并且在其他方面都被视为是召唤生物。当持续时间耗尽后,制成标本的生物便会化为尘土。若标本学者有灌注炼成(infusion)科研发现,其他角色也能使用灌注后的标本。增强召唤专长可以应用在这些标本上。
瓶装盟友I替换了用毒。

瓶装盟友Ⅱ(BBottled Ally II):5级时,标本学者将召唤自然盟友Ⅱ(Summon Nature's Ally Ⅱ)作为2环化合炼成加入到公式簿中。
瓶装盟友Ⅱ替换了毒性抗力+4。

瓶装盟友III(Bottled Ally III):8级时,标本学者将召唤自然盟友Ⅳ(Summon Nature's Ally Ⅳ)作为3环化合炼成加入到公式簿中。
瓶装盟友Ⅲ替换了毒性抗力+6。

瓶装盟友Ⅳ(Bottled Ally IV):10级时,标本学者将召唤自然盟友Ⅴ(Summon Nature's Ally Ⅴ)作为4环化合炼成加入到公式簿中。
瓶装盟友Ⅳ替换了毒素免疫。

瓶装盟友V(Bottled Ally V):14级时,标本学者将召唤自然盟Ⅶ(Summon Nature's Ally Ⅶ)作为5环化合炼成加入到公式簿中。
瓶装盟友Ⅴ替换了长效突变药剂。

瓶装盟友VI(Bottled Ally VI):18级时,标本学者将召唤自然盟友Ⅸ(Summon Nature's Ally Ⅸ)作为6环化合炼成加入到公式簿中。
瓶装盟友Ⅵ替换了18级科研发现。

科研发现(Discoveries):以下科研发现可以完善标本学者的能力:瓶装泥怪(bottled ooze)、保存器官(preserve organs,)、触手(tentacle)、畸变之臂(Vestigial Arm)和翅膀(wings)。

劇透 -  原文:
Preservationist
Source Ultimate Magic pg. 19
Some alchemists are obsessed with collecting and preserving exotic creatures. These preservationists may use bottled animals and monsters as teaching tools, but some learn how to reanimate them for short periods to battle on the alchemist’s behalf. A preservationist has the following class features.

Bottled Ally I: At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the preservationist doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the preservationist as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature decays into powder. If the preservationist has the infusion discovery, another character can use the infused specimen. The Augment Summoning feat can be applied to these specimens. This ability replaces poison use.

Bottled Ally II: At 5th level, a preservationist adds summon nature’s ally II to his formula book as a 2nd-level extract. This ability replaces poison resistance +4.

Bottled Ally III: At 8th level, a preservationist adds summon nature’s ally IV to his formula book as a 3rd-level extract. This ability replaces poison resistance +6.

Bottled Ally IV: At 10th level, a preservationist adds summon nature’s ally V to his formula book as a 4th-level extract. This ability replaces poison immunity.

Bottled Ally V: At 14th level, a preservationist adds summon nature’s ally VII to his formula book as a 5th-level extract. This ability replaces persistent mutagen.

Bottled Ally VI: At 18 level, a preservationist adds summon nature’s ally IX to his formula book as a 6th-level extract. This ability replaces his 18th-level discovery.

Discoveries: The following discoveries complement the preservationist archetype: bottled ooze, preserve organs, tentacle, vestigial arm, and wings.
« 上次编辑: 2024-02-21, 周三 10:23:00 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #49 于: 2023-07-03, 周一 14:00:49 »
感谢 PATIBAUL 翻译了原始版的创源学者变体
本篇由 晓慕思姬 进行更新与除错。

创生炼金师(Promethean Alchemist)
出自 异能冒险(Occult Adventures) 112页
创生炼金师追寻并痴迷于生命的起源,为此她们创造了一个被赋予了生命的构装体。

PFS修正:1级时,创生炼金师获得技能专攻(工艺【炼金】或知识【奥秘】)代替创生学徒作为奖励专长。

构装工艺(Craft Construct):1级时,创生炼金师获得创生学徒(Promethean Disciple)科研发现。
构装工艺替换了制造药水,随手投掷。
引述: 创生学徒
拥有这一科研发现的炼金术士可以通过炼金术研究而非奥术魔法来学习如何制造构装体。炼金术士无需满足专长的先决条件便可以获得制造构装体(Craft Construct)作为奖励专长。炼金术士使用她的工艺(炼金术)技能等级代替她的施法等级,并且必须使用工艺(炼金术)来制造构装体。如果炼金术士无法使用的制造必要法术,制造构装体的DC会相应的增加,但炼金术士可以使用化合炼成代替法术来满足制造必要法术的必要条件。炼金术士至少达到6级才可以选择这个科研发现。

人造人伙伴(Homunculus Companion,Ex):1级起,创生炼金师获得一个人造人伙伴。创造这个人造人伙伴的方式比制造普通人造人更加奇特,它需要创生炼金师将自己的生命的一部分赋予人造人。这个人造人最初的外形类似一个儿童或是小型人型生物;虽然具体外观取决于它的创造者,但制造出的人造人总是有着人形外貌,并且通过仔细观察可以发现明显的不自然。虽然每个人造人伙伴都绝对忠于主人,但有些人造人的忠诚却让人感到不安。它们会充满妒忌地保护自己的主人免受威胁,又或是为主人建立奇特的神殿。人造人伙伴可以是任意阵营,甚至可以是与主人完全不同的阵营。被摧毁的人造人伙伴可以通过对其尸体进行仪式来复活,这需要人造人伙伴每个生命骰100gp的稀有材料外加1品脱创造者的血液。执行合格仪式需要一个小时(如果人造人伙伴的等级过高,那么收集血液的过程可能会延长,因此许多创生炼金师会储存冷冻血液以防万一)。
人造人伙伴替换了炼金炸弹,突变药剂。创生炼金师无法选择突变药剂类科研发现。

科研发现(Discoveries):以下科研发现可以完善创生炼金师的能力:炼金拟像(alchemical simulacrum)、分身拟像(Doppelganger Simulacrum)、高等炼金拟像(Greater Alchemical Simulacrum)。

人造人伙伴基础数据

一个人造人伙伴拥有如下表给出的数据。
引述: 人造人伙伴基础数据
职业等级      生命骰      基本攻击加值      豁免      技能      专长      力量/敏捷加值      特殊
1级1+1+021+0黑暗视觉,昏暗视觉,炼金交流,心灵感应,武器和防具擅长
2级2+2+041+0
3级3+3+182+1反射闪避
4级3+3+182+1
5级4+4+1102+1属性提升
6级5+5+1123+2说话
7级6+6+2143+2
8级6+6+2143+2
9级7+7+2164+3法术抗力
10级8+8+2185+3属性提升
11级9+9+3205+3
12级9+9+3205+4
13级10+10+3225+4
14级11+11+3246+4
15级12+12+4266+5属性提升,精通反射闪避
16级12+12+4266+5
17级13+13+4287+5
18级14+14+4307+6
19级15+15+5328+6
20级15+15+5328+6属性提升

等级(Level):炼金术士的等级

生命骰(HD):人造人的生命骰为d10,但人造人没有体质,它如同同等体型般构装体获得额外生命值。

基本攻击加值(BAB):人造人的基本攻击加值于其生命骰数相同。

豁免(Saves):此为人造人的基本豁免检定加值。

技能(Skills):表上为人造人的基本技能点,比较聪明的人造人可以拥有更多技能,其技能点数为2+智力调整值。人造人不能在一个技能上投入比HD更多的技能点。

人造人的本职技能为:唬骗(魅力)、工艺(智力)、飞行(敏捷)、知识(奥秘)(智力)、察觉(感知)、察言观色(感知)、隐匿(敏捷),此外,一级时,创生炼金师可以选择两个技能做为人造人的本职技能。

专长(Feats):此为人造人具有的专长总数,人造人可以选择任何满足条件的专长,有些专长可能会需求它有合适的肢体。

力量/敏捷加值(Str/Dex Bonus):将此加值加在人造人的敏捷与力量上。

特殊(Special):随着等级的增长,人造人得到以下特殊能力。
劇透 -  人造人特殊能力:
黑暗视觉(Darkvision, Ex):人造人获得60尺黑暗视觉。

昏暗视觉(Low-Light Vision, Ex):人造人在昏暗光线中视觉范围是正常人的两倍。

炼金交流(Sympathetic Alchemy, Su):人造人和创生炼金师的羁绊十分强烈,无须习得灌注炼成科研发现人造人即可使用其主人的化合炼成,且正常生效。做为化合炼成的影响目标时,人造人可以被视为类人生物或构装体(以更有利于它为准)。此外,只要还在心灵连结的范围内,人造人就可以从其主人的化合炼成公式簿上为创生炼金师准备化合炼成。

心灵连结(Telepathic Link, Su):人造人最初不会说话,但是和主人共享心灵感应连结,只要在1500尺内,他就可以知道主人知道的一切,并且可以和主人分享它看到和听到的事物。

武器和装甲擅长(Weapon and Armor Proficiency, Ex):人造人擅长所有简易武器,但不擅长任和盔甲与盾牌。

反射闪避(Evasion, Ex):三级时,人造人在面对通过反射检定检半的伤害时,通过豁免检定可以不受任何伤害。

属性增强(Ability Score Increase, Ex):五级和之后每五级,人造人获得一点可自由分配的属性点数。

说话(Speech, Ex):六级之后,人造人可以说任何他所知的语言。

法术抗性(Spell Resistance, Su):九级之后,人造人得到11+其主人创生炼金师等级的法术抗性。

精通反射闪避(Improved Evasion, Ex):十五级时,当人造人面对通过反射检定可减半的伤害时,通过豁免检定可以不受任何伤害,即便豁免失败也只会受到一半伤害。
引述: 人造人的起始属性
体型:小型
速度:20尺,飞行30尺(不良)
AC:+2天生防御加值
攻击:啮咬(1d4)
属性点数:力量:10、敏捷:15、体质:-、智力:10、感知:12、魅力:7。
特性:黑暗视觉、昏暗视觉
语言:通用语(无法说话)

四级进化

体型:中型
速度:30尺,飞行40尺(普通)
攻击:啮咬(1d6附加毒素),2爪抓(1d6)
属性点数:力量+4、敏捷-2
特殊攻击:
毒素(类型:伤口、发作频率:1分钟、持续:60分钟、效果:睡着一分钟、痊愈:一次豁免、豁免DC基于体质且有+2种族加值。)
劇透 -  原文:
Promethean Alchemist
Source Occult Adventures pg. 112
Obsessed with discovering the origins of life, promethean alchemists build constructs they gradually endow with life.

Craft Construct: At 1st level, a promethean alchemist gains the promethean disciple discovery. This ability replaces Brew Potion and Throw Anything.

Homunculus Companion (Ex): At 1st level, a promethean alchemist gains the service of a homunculus companion. The means for creating this special homunculus are more exotic than normal and require investiture of the promethean alchemist’s own life essence into the homunculus. This construct generally resembles a small humanoid or child when first created; the specific appearance is up to its creator, though a homunculus is always humanoid in shape and obviously unnatural on close inspection. While every homunculus companion is absolutely devoted to its master, some homunculi’s loyalty borders on the unsettling; such companions jealously protect their masters from threats or construct strange shrines in their masters’ honor. A homunculus companion can be of any alignment, even one that is different from its master’s. A destroyed homunculus companion can be restored to life by performing a ritual with its corpse that requires 1 pint of its creator’s blood per Hit Die of the homunculus and rare materials worth 100 gp per Hit Die of the homunculus. Performing this ritual takes 1 hour (though it may take some time to gather enough blood at higher levels, so many promethean alchemists keep chilled blood samples in storage just in case). A promethean alchemist can’t take the mutagen or cognatogen discoveries. This ability replaces bombs and mutagen.

Discoveries: The following discoveries complement this archetype: alchemical simulacrum, doppelganger simulacrum, and greater alchemical simulacrum.
Homunculus Companion Base Statistics
A homunculus companion has the following features, as described on Table 2-2 on page 114.

Level   HD   BAB   Saves   Skills   Feats   Str/Dex Bonus   Special
1st   1   +1   +0   2   1   +0   Darkvision, low-light vision, sympathetic alchemy, telepathic link, weapon and armor proficiency
2nd   2   +2   +0   4   1   +0   -
3rd   3   +3   +1   8   2   +1   Evasion
4th   3   +3   +1   8   2   +1   -
5th   4   +4   +1   10   2   +1   Ability score increase
6th   5   +5   +1   12   3   +2   Speech
7th   6   +6   +2   14   3   +2   -
8th   6   +6   +2   14   3   +2   -
9th   7   +7   +2   16   4   +3   Spell resistance
10th   8   +8   +2   18   4   +3   Ability score increase
11th   9   +9   +3   20   5   +3   -
12th   9   +9   +3   20   5   +4   -
13th   10   +10   +3   22   5   +4   -
14th   11   +11   +3   24   6   +4   -
15th   12   +12   +4   26   6   +5   Ability score increase, improved evasion
16th   12   +12   +4   26   6   +5   -
17th   13   +13   +4   28   7   +5   -
18th   14   +14   +4   30   7   +6   -
19th   15   +15   +5   32   8   +6   -
20th   15   +15   +5   32   8   +6   Ability score increase

Level: This is the homunculus’s master’s alchemist level.

HD: This is the homunculus’s total number of 10-sided (d10) Hit Dice. The homunculus doesn’t have a Constitution score, but it gains bonus hit points based on its size.

BAB: This is the base attack bonus of the homunculus, which is equal to its number of Hit Dice.

Saves: These are the base saving throw bonuses of the homunculus.

Skills: This entry lists the homunculus’s total number of skill ranks. A homunculus with a high Intelligence score modifies these totals as normal (the homunculus gains a number of skill ranks equal to 2 + its Intelligence modifier per HD). A homunculus can’t have more ranks in a skill than it has Hit Dice.

Homunculus Class Skills: The following skills are class skills for a homunculus: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, a promethean alchemist can choose two additional skills to be class skills for his homunculus.

Feats: This is the total number of feats the homunculus has. A homunculus can select any feats it qualifies for, but must possess the appropriate appendages in order to use some feats.

Str/Dex Bonus: Add this modifier to the homunculus’s Strength and Dexterity.

Special: As the homunculus increases in power, it gains the special abilities described below.

Darkvision (Ex): The homunculus has darkvision out to a range of 60 feet.

Low-Light Vision (Ex): Homunculi see twice as far as humans in dim light.

Sympathetic Alchemy (Su): The bond between a promethean alchemist and his homunculus is so close that the alchemist’s extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct-whichever is more beneficial-for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master’s extracts from his formula book for him each day, as long as it’s within the range of its telepathic link.

Telepathic Link (Su): A homunculus can’t initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.

Weapon and Armor Proficiency (Ex): A homunculus is proficient with simple weapons, but not armor or shields.

Evasion (Ex): At 3rd level, if a homunculus is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase (Ex): The homunculus adds 1 to one of its ability scores at 5th level and every 5 levels thereafter.

Speech (Ex): At 6th level, the homunculus gains the ability to speak any languages it knows.

Spell Resistance (Su): At 9th level, the homunculus gains spell resistance equal to 11 + its master’s alchemist level.

Improved Evasion (Ex): At 15th level, when subjected to an attack that allows a Reflex save for half damage, the homunculus takes no damage if it succeeds at the saving throw and only half damage if it fails the saving throw.

Homunculus Starting Statistics
Size Small; Speed 20 ft., fly 30 ft. (poor); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 15, Con -, Int 10, Wis 12, Cha 7; Special Qualities darkvision, low-light vision; Languages Common (can’t speak).
4th-Level Advancement
Size Medium; Speed 30 ft., fly 40 ft. (average); Attack bite (1d6 plus poison), 2 claws (1d6); Ability Scores Str +4, Dex -2; Special Attacks poison (bite-injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, Con-based DC with a +2 racial bonus).
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