作者 主题: 自翻  (阅读 2158 次)

副标题: 姑且挖个坑在这里.jpg

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
自翻
« 于: 2023-08-10, 周四 15:45:27 »
此处留白

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #1 于: 2023-08-10, 周四 16:06:12 »
注射矛Injection Spear
Classic Horrors Revisited

数据

价格:60gp  重量:8磅
伤害:1d6(小型)1d8(中型) 重击:*3  伤害类型:穿刺
类型:双手武器  分类:异种武器

描述

这种异种双手武器能够让使用者在攻击命中目标的同时注入液体。这种注射矛的储液器能够容纳至多5份一剂量的液体,当矛命中目标时将自动注入一剂其中储存的液体。不擅长该武器的使用者可以可以将它当做普通的矛一般使用,但无法触发自动注射的效果。注射矛在其他方面和普通的矛相同,除了它不能用于投掷,重量8磅,也没有迎击特性,价格为60gp。

劇透 -  原文:
Injection spear
Source Pathfinder #61: Shards of Sin pg. 64, Classic Horrors Revisited pg. 8
Statistics
Cost 60 gp Weight 8 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x3; Range —; Type P; Special —
Category Two-Handed; Proficiency Exotic
Description
This exotic two-handed weapon allows the user to inject targets with liquid on a hit. The spear’s reservoir can hold up to 5 doses of a single fluid—a single dose is automatically injected when the spear hits a target. A non-proficient user can wield an injection spear as a standard spear but cannot trigger the injection. An injection spear is otherwise identical to a normal spear, save that it cannot be thrown, weighs 8 pounds, cannot be used to brace, and costs 60 gp.
« 上次编辑: 2023-11-16, 周四 12:24:32 由 Πληΐαδες »

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #2 于: 2023-11-13, 周一 14:58:13 »
印记粉笔Sigil Chalk
Magic Tactics Toolbox pg. 18

灵光:中等预言系  施法者等级:7
位置:无  价格:2000gp  重量:
引述: 描述
这根浅灰色的粉笔上布满秘银的斑点。当这支粉笔的持有者通过知识检定成功辨别怪物的特殊能力和弱点时,他可以用一个标准动作在空中画出一个1英尺宽代表怪物类型的符文,该符文会在使用者的头上悬浮并跟随使用者移动,持续一小时。悬浮的符文会为使用者对抗符文所代表的相应类型生物时提供攻击和技能检定的+1洞察加值。符文不会以任何方式阻碍使用者的视觉或是运动,也不会受到物理攻击的伤害,但会受到解除魔法、解离术、毁灭之球或抹消权杖的影响。符文对抗接触攻击的AC等于“10+使用者的敏捷调整值”。
如果使用者在对抗悬浮着的符文所对应的那类生物的攻击或技能检定中失败,他可以用一个直觉动作来解除符文,在该次攻击或技能检定中获得+2d4表现加值,这可能让检定由失败变为成功。每根印记粉笔最多可以画出五个符文,单个使用者能够同时拥有的悬浮符文的数目最大等于其智力调整值(至少为1),但每个符文必须对应不同的生物类型。
制造需求:制造奇物,英勇启言APG,克敌机先  制造成本:1000gp

劇透 -  原文:
Sigil Chalk
Source Magic Tactics Toolbox pg. 18
Aura moderate divination; CL 7th
Slot none; Price 2,000 gp; Weight —
Description
This short stick of grayish chalk is flecked with mithral. When the chalk’s bearer succeeds at a Knowledge check to identify a monster’s special powers or vulnerabilities, he can take a standard action to draw a 1-foot-wide runic shape in the air that represents the monster’s type. This rune floats around the user’s head for 1 hour, moving with the user. The hovering rune provides the user a +1 insight bonus on attack rolls and skill checks against creatures of the type represented by the rune. It doesn’t impair the user’s vision or movement in any way. The rune cannot be harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A rune’s Armor Class against touch attacks is equal to 10 + the user’s Dexterity modifier.
« 上次编辑: 2023-11-16, 周四 10:57:20 由 Πληΐαδες »

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #3 于: 2023-11-16, 周四 10:46:13 »
窃息项链Necklace of Stolen Breath  PFS不可
Villain Codex pg.141

灵光:中等死灵系  施法者等级:11
位置:颈部  价格:3500gp  重量:1磅
引述: 描述
这串由精心雕刻的骨头制成的项链装有众多溺亡者的灵魂碎片。佩戴此项链者可以模仿任何一个灵魂储存在其中的生物的声音,就如同声音模仿(sound mimicry)能力。此外,佩戴者可以用一个标准动作来摧毁一块骨头召唤溺亡之影(drowned shade),这个阴影使用水元素的数据,但调整如下:溺亡之影获得不死生物的免疫特性并视为不死生物,溺亡之影会向其周围20尺散发溺亡灵光,灵光范围内的非水生或水栖生物的游泳检定受到-5罚值,并且无法在水下呼吸。灵光范围内的生物每屏息一轮将视作两轮来计算。
每天一次,当佩戴者的生命值降低至0点以下,他可以摧毁一块骨头来治疗自己(无需动作)。一块次等灵魂骨块能召唤一个小型水元素或为佩戴者恢复1d8+11点生命值;一块次级骨块能召唤一个中型水元素或为佩戴者恢复3d8+11点生命值;一块标准骨块能召唤一个大型水元素或为佩戴者恢复5d8+11点生命值;一块高等骨块能召唤一个超大型水元素或为佩戴者恢复7d8+11点生命值。
窃息项链标出的价格并不包含骨块的价值,佩戴者可以通过仪式溺死一个有知觉的生物来为项链增添新的灵魂骨块,不同种类的骨块要求如下:次等—支付300gp、被献祭生物至少2HD;次级—支付1400gp、被献祭生物至少4HD;标准—支付2250gp、被献祭生物至少8HD;高等—支付3300gp、被献祭生物至少10HD。
制造需求:制造奇物,增强召唤,召唤怪物VI或召唤自然盟友V  制造成本:1750gp


劇透 -  原文:
Necklace of Stolen Breath
Source Villain Codex pg. 141
Aura moderate necromancy; CL 11th
Slot neck; Price 3,500 gp; Weight 1 lb.
Description
This necklace is a string of intricately carved bones that hold fragments of drowned souls. The wearer can mimic the voice of anyone whose spirit is stored in the necklace as if using sound mimicry. Additionally, the wearer can destroy a bone as a standard action to summon a drowned shade, which has the stats of a water elemental with the following changes. A drowned shade gains undead immunities and is treated as undead, and it projects a 20-foot-radius drowning aura, which imposes a –5 penalty on Swim checks to creatures without the aquatic or water subtype and negates magical means of breathing underwater. Each round a creature holds its breath within the aura counts as 2 rounds for the purpose of drowning.

Once per day, if the wearer falls below 0 hit points, she can destroy a bone to heal herself (this is not an action).

A minor soul bone summons a Small water elemental drowned shade or heals 1d8+11 hit points; a lesser soul bone summons a Medium water elemental drowned shade or heals 3d8+11 hit points; a standard soul bone summons a Large water elemental drowned shade or heals 5d8+11 hit points; and a greater soul bone summons a Huge water elemental drowned shade or heals 7d8+11 hit points.

The necklace’s listed price does not include the price of bones. The wearer can add a new soul bone to the necklace by ritually drowning a sentient creature and paying the additional cost. The requirements are as follows minor (300 gp, 2-HD sacrifice), lesser (1,400 gp, 4-HD sacrifice), standard (2,250 gp, 8-HD sacrifice), and greater (3,300 gp, 10-HD sacrifice).
Construction
Requirements Augment Summoning, Craft Wondrous Item, summon monster VI or summon nature’s ally V; Cost 1,750 gp
« 上次编辑: 2023-11-16, 周四 14:15:45 由 草野 »

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #4 于: 2023-11-16, 周四 14:13:36 »
数理圆柱 Numerology Cylinder  PFS不可
Disciple's Doctrine pg. 30

灵光:昏暗防护系  施法者等级:5
位置:无  价格:5000gp  重量:1磅
引述: 描述
这圆柱形的解谜玩具有着八个面,除了底部的六个面上有一共12个可以单独旋转的圆环,每个面上都有不同的数字。数理圆柱的使用者可以旋转这些环使其变成多种组合,以一个整轮动作,使用者可以通过DC25的知识(奥秘)检定或DC20的智力检定来尝试发掘一种具有特定数学意义的新组合。如果他成功了,就能在施法者等级检定中获得+2洞察加值(例如克服法术抗力的检定),持续24小时。如果失败了,柱体的面将被锁定,24小时之内无法再使用。
制造需求:制造奇物,解除魔法  制造成本:2500gp

劇透 -  原文:
Numerology Cylinder
Source Disciple's Doctrine pg. 30
Aura faint abjuration; CL 5th
Slot none; Price 5,000 gp; Weight 1 lb.
Description
This cylindrical puzzle has eight faces and a dozen rings along its length that can be spun individually, each with different numbers on each face. The user of a numerology cylinder can twist and turn these rings into a multitude of combinations. As a full-round action, the user can try to find a new combination with particular numeric significance by attempting a DC 25 Knowledge (arcana) or DC 20 Intelligence check. If she finds one, she gains a +2 insight bonus on caster level checks (such as to overcome spell resistance) for 24 hours. On a failed check, the faces lock and the cylinder can’t be used again for 24 hours.
Construction
Requirements Craft Wondrous Item, dispel magic; Cost 2,500 gp
« 上次编辑: 2023-11-16, 周四 17:38:32 由 Πληΐαδες »

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
真的求求你们以后不要再翻东西只翻一半了.jpg
« 回帖 #5 于: 2023-12-02, 周六 15:12:31 »
灵魂守卫(Soul Warden)
Undead Slayer's Handbook pg. 30
作为远古战争的产物,灵魂守卫本身就是一个谜。最初的灵魂守卫是命运之年的奈克斯军队中受过特殊训练的反亡灵别动队。他们崛起于奈克斯与不死王国盖布的战争的巅峰时期。这场法师间的冲突因盖布的亡灵化和奈克斯的逃离在登基之年结束,随着这些军队的解散,灵魂守卫们变得默默无闻。现在,唯一现存于格拉利昂的灵魂守卫是一些未被授予头衔但掌握了这些已被遗忘了数千年的战士们的奥秘之人。

进阶要求(Requirements)
想要成为一名灵魂守卫,角色必须满足以下所有条件。
阵营:任意非邪恶
技能:知识(宗教)5级
法术:能够施放命令亡灵或祝圣术

本职技能(Class Skills)
灵魂守卫的本职技能包括:飞行(敏捷)、医疗(感知)、察觉(感知)、察言观色(感知)、法术辨识(智力)和使用魔法装置(魅力)。
每级技能点数:2+智力调整值
生命骰:D8

职业特性(Class Features)

等级基本攻击加值强韧豁免反射豁免意志豁免特殊能力每日法术
1+0+0+0+1驱散引导1d6,聚焦法器现有等级+1
2+1+1+1+1引导施法,尸骸语者现有等级+1
3+1+1+1+2奖励专长,驱散引导2d6现有等级+1
4+2+1+1+2引导施法,捕获现有等级+1
5+2+2+2+3驱散引导3d6,强征不死现有等级+1
6+3+2+2+3奖励专长,引导施法现有等级+1
7+3+2+2+4驱散引导4d6,负能隔离现有等级+1
8+4+3+3+4引导施法,侵蚀抗力现有等级+1
9+4+3+3+5奖励专长,驱散引导5d6现有等级+1
10+5+3+3+5引导施法,生命护罩现有等级+1

武器和防具擅长:灵魂守卫不获得武器或防具的擅长。
每日法术:灵魂守卫在特定的等级获得新的每日法术,如同角色进阶之前的施法职业获得等级提升一般,但并不会获得除了每日额外法术之外其他职业特性的提升。如果灵魂守卫在进阶之前有多个神术施法职业的等级,其必须选择其中一个职业将灵魂守卫的等级加在这之上决定每日法术的数量。
驱散引导(Channel Damage,Su):1级起,灵魂守卫获得用正能量来对不死生物造成伤害的能力,该能力与牧师引导正能量并对不死生物造成伤害的能力完全相同,并且在满足专长的前置条件以及判断引导能量相关的效果时该能力视为引导能量能力。灵魂守卫使用驱散引导时的有效牧师等级等同于灵魂守卫的职业等级,并且与其他任何赋予引导能量能力的职业等级(如果有)叠加计算。灵魂守卫能够使用该能力的每日最大次数为“3+魅力调整值”。
聚焦法器(Focus Item):灵魂守卫通过一种叫做聚焦法器的物体来集中其力量。灵魂守卫必须使用其聚焦法器才能使用驱散引导能力或者施放需要法器的法术。常见的聚焦法器包括护符、铃铛、圣徽和法杖。
引导施法(Channel Casting,Su):2级起,灵魂守卫可以通过消耗一次驱散引导的次数来从一组特定的法术中自发施放一个法术(译注:按原文写法大概率无需消耗法术位)。4级时以及这之后的每2级,灵魂守卫都将获得一些能通过这种方式施放的额外法术。灵魂守卫能通过该能力施放的法术以及其所需的等级如下所示。
2级:分解尸体UM,侦测死灵,亡灵无视术,尸体圣化UM
4级:命令死灵,死灵负担(本书27页)
6级:毁灭武器,死灵定身术,灼热光辉
8级:防死结界,不死转化(本书27页),火墙术
10级:生命之息,医疗术,亡灵归亡
3级起,灵魂守卫可以将其上一级获得的引导施法能够施放的法术加入其进阶前的施法职业的法术列表中,法术环级等同于引导施法该法术所需的灵魂守卫等级的一半。例如,一个拥有法师等级的3级灵魂守卫能够将分解尸体、侦测死灵、亡灵无视术和尸体圣化作为1环法术加入法师的法术列表。
尸骸语者(Corpse Whisperer,Ex):2级起,灵魂守卫在对抗不死生物的魅力检定或魅力决定的技能检定上(包括使用专长命令死灵或法术操纵死灵来控制不死生物的检定)获得其等级一半的加值。
奖励专长:3级以及之后的每3级,灵魂守卫能够获得普通升级途径以外的额外专长。通过这个方式获得的奖励专长必须从以下专长中选择:导能打击,跨界法术,高等导能打击,快速导能,通灵法术,驱散死灵,亡灵之主。灵魂守卫必须满足选取专长的前置条件。
捕获(Harvest,Su):4级起,每当灵魂守卫使用引导正能量,驱散引导或者一个持续时间为立即的法术摧毁一个不死生物时,他将恢复一次驱散引导的使用次数。灵魂守卫一轮只能通过此方式恢复一次驱散引导的次数,每天可恢复的最大次数等同于其职业等级。该能力不会使灵魂守卫当前可用的驱散引导次数超出每日次数的最大限制。
强征不死(Undead Imposition,Su):5级起,灵魂守卫可以用一个标准动作消耗一次驱散引导的次数尝试控制30尺内的一个不死生物。目标可以通过DC为“10+1/2灵魂守卫等级+灵魂守卫的魅力调整值”的意志豁免来无效这个效果,否则将被灵魂守卫所控制,尽可能地服从其命令,持续等于灵魂守卫等级的轮数。该能力在其他方面与法术操纵死灵一致。
负能隔离(Negative Energy Ward,Su):7级起,灵魂守卫每天一次可以保护以自身为中心15尺半径的一片区域免受不死生物的侵扰。任何HD低于灵魂守卫施法者等级的不死生物都不能进入这片区域,HD大于等于灵魂守卫施法者等级的不死生物在进入隔离区域时需要通过DC为“10+灵魂守卫等级”的意志豁免,豁免成功则可以在24小时内免疫隔离效果的影响并且不会受到伤害,豁免失败的不死生物会在进入区域时受到3d6点正能量伤害并恍惚1d4轮。一旦展开,负能隔离区域就不能再移动,并且隔离区域的持续时间为每灵魂守卫等级一分钟。
侵蚀抗力(Necrotic Resistance,Su):8级起,灵魂守卫获得抵抗属性吸取和负向等级的能力。每当灵魂守卫受到施加属性吸取或负向等级的效果影响时,他受到的属性吸取或负向等级将比通常情况减少1点或1级。10级时这个效果减少的属性吸取点数或负向等级数提高到2。
生命护罩(Life Shell,Sp):10级时,灵魂守卫能够创造一个击退不死生物的能量护罩。这个能力的效果和法术防活物护罩相同,除了它只会阻止不死生物的进入而不会阻止其他任何种类的生物,且受到护罩影响的区域内的活物在护罩效果持续期间获得快速医疗1。灵魂守卫每天最多可以使用该能力10分钟,使用时间无需连续但必须以1分钟为最小单位。


劇透 -  原文:
Soul Warden
Source Undead Slayer's Handbook pg. 30
Bygone products of an ancient war, soul wardens are an enigma of themselves. The original soul wardens were a specially trained cadre of anti-necromantic commandos in the Nexian army during the Age of Destiny. They rose to prominence during the height of Nex’s war against the undead kingdom of Geb. The wizards’ conflict came to a close during the Age of Enthronement with the undeath of Geb and the disappearance of Nex, and soul wardens fell into obscurity as those armies effectively dissolved. Now, the only soul wardens who tread Golarion are those individuals who unofficially claim the title by mastering the millennia-old secrets of these forgotten warriors.
Requirements
To qualify for this prestige class, a character must fulfill the following criteria.

Alignment: Any nonevil.
Skills: Knowledge (religion) 5 ranks.
Spells: Ability to cast command undead or consecrate.
Class Skills
The Soul Warden's class skills are Fly (Dex), Heal (Wis), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +0   +1   Channel damage 1d6, focus item   +1 level of spellcasting class
2nd   +1   +1   +1   +1   Channel casting, corpse whisperer   +1 level of spellcasting class
3rd   +1   +1   +1   +2   Bonus feat, channel damage 2d6   +1 level of spellcasting class
4th   +2   +1   +1   +2   Channel casting, harvest   +1 level of spellcasting class
5th   +2   +2   +2   +3   Channel damage 3d6, undead imposition   +1 level of spellcasting class
6th   +3   +2   +2   +3   Bonus feat, channel casting   +1 level of spellcasting class
7th   +3   +2   +2   +4   Channel damage 4d6, negative energy ward   +1 level of spellcasting class
8th   +4   +3   +3   +4   Channel casting, necrotic resistance   +1 level of spellcasting class
9th   +4   +3   +3   +5   Bonus feat, channel damage 5d6   +1 level of spellcasting class
10th   +5   +3   +3   +5   Channel casting, life shell   +1 level of spellcasting class

The following are class features of the soul warden.

Weapon and Armor Proficiency: Soul wardens gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a soul warden gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he’s a spontaneous caster), and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a soul warden, he must decide to which class he adds the new level for the purpose of determining spells per day.

Channel Damage (Su): At 1st level, a soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage a number of times per day equal to 3 + his Charisma modifier. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).

Focus Item: A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.

Channel Casting (Su): At 2nd level, a soul warden can expend a use of his channel damage ability to spontaneously cast from a select group of spells. At 4th level and every 2 levels thereafter, a soul warden gains access to a number of additional spells he can cast in this manner. The spells a soul warden can cast with this ability (and the soul warden level necessary to cast such spells) are listed below.

Level   Spells
2nd   Decompose corpseUM, detect undead, hide from undead, sanctify corpse
4th   Command undead, necromantic burden (see page 27)
6th   Disrupting weapon, halt undead, searing light
8th   Death ward, undeath inversion (see page 27), wall of fire
10th   Breath of life, heal, undeath to death

Starting at 3rd level, a soul warden adds his channel casting spells gained from the previous level to the class spell list of a class he belonged to before adding the prestige class. The spell level is equal to half the soul warden level necessary to channel cast the spell. For example, a 3rdlevel spell warden who also has levels in sorcerer adds the decompose corpseUM, detect undead, hide from undead, and sanctify corpse to his sorcerer spell list, treating them as 1st-level sorcerer spells (since half of 2nd level is 1st level).

Corpse Whisperer (Ex): At 2nd level, a soul warden adds half his soul warden level on Charisma checks and Charisma-based skill checks against undead creatures, including checks to assume control of undead creatures via feats like Command Undead or spells like control undead.

Bonus Feats: At 3rd level and every 3 levels thereafter, a soul warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following: Channel Smite, Ectoplasmic SpellAPG, Greater Channel SmiteUC, Quick ChannelUM, Threnodic SpellUM, Turn Undead, and Undead Master. The soul warden must meet the prerequisites of the selected bonus feat.

Harvest (Su): At 4th level, whenever a soul warden destroys an undead creature using channel positive energy, channel damage, or a spell with an instantaneous duration, he regains a use of channel damage. A soul warden can regain only one use of channel damage per round, and can regain a number of uses of channel damage per day up to his class level. A soul warden cannot use this to exceed his maximum number of uses of channel damage per day.

Undead Imposition (Su): At 5th level, as a standard action a soul warden may expend one use of channel damage to control an undead creature within 30 feet. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the soul warden’s level + the soul warden’s Cha modifier). Failure means the creature falls under the soul warden’s control, obeying his commands to the best of its ability for a number of rounds equal to the soul warden’s class level. This ability is otherwise identical to control undead.

Negative Energy Ward (Su): At 7th level, once per day a soul warden can ward a 15-foot-radius area centered on himself to protect it against undead incursions. Any undead creatures with fewer Hit Dice than his caster level cannot enter the warded area. Undead with Hit Dice greater than or equal to the soul warden’s caster level must attempt a Will save (DC = 10 + soul warden’s level) when entering the area. An undead that succeeds at its save is unharmed, and is immune to the soul warden’s negative energy ward for 24 hours. Failure means the creature takes 3d6 points of positive energy damage when it enters the area and it becomes staggered for 1d4 rounds. Once placed, a negative energy ward cannot be moved. The ward lasts 1 minute per soul warden level.

Necrotic Resistance (Su): At 8th level, a soul warden becomes resistant to ability drain and negative levels. Whenever a soul warden is targeted by an effect that would result in ability drain or impose negative levels, he takes 1 point of ability drain fewer and gains 1 negative level fewer than he normally would (to a minimum of 0). At 10th level, he takes 2 fewer points of ability drain and gains 2 fewer negative levels than he normally would.

Life Shell (Sp): At 10th level, a soul warden can create a dome of energy that repels undead creatures. This ability functions identically to antilife shell, except it hedges out only undead creatures and not creatures of any other type. Living creatures within the affected area gain fast healing 1 for the duration of the effect. A soul warden can activate this spell-like ability for up to 10 minutes per day. The duration need not be consecutive, but it must be expended in 1-minute increments.
« 上次编辑: 2023-12-02, 周六 15:21:04 由 草野 »

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #6 于: 2024-01-08, 周一 22:00:54 »
斗法奇才(Spell Duel Prodigy) Bastards of Golarion pg. 9
类型:地区背景
需求:艾拉格斯(Erages)
在艾拉格斯学院学习期间你参加过许多法术决斗,通过这种方式你锻炼出了辨别法术技艺的敏锐才能。你在辨识正在施放的法术的法术辨识检定,以及反制法术的解除检定中获得+2背景加值。

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #7 于: 2024-01-08, 周一 22:12:19 »
斥法者(Scorned by Magic) Quests and Campaigns pg. 20
类型:魔法背景
在年轻时你曾协助一位女巫或巫医,他们为穷人除去魔法疾病或是受邀解除一些咒语——又或者你可能曾穿过一片死魔法区。无论原因为何,比起其他人魔法似乎更不愿对你产生影响。当尝试解除检定或克服法术抗力(如果有)的检定时,将敌人对你施放的法术或类法术能力的施法者等级视为降低1级。

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #8 于: 2024-01-08, 周一 22:25:25 »
惩戒召唤(Retributive Summoning) Plane-Hopper's Handbook pg. 6
你花了大量功夫用于训练对于召唤法术的反制,以至于你可以将敌人的一部分力量转为召唤己方盟友。
先决条件:法术专攻(咒法)或反制召唤(Counter-Summons,见进阶职业裂隙守卫)职业能力
效果:当你用解除魔法或你自己的召唤怪物法术成功反制一个召唤法术,你可以立刻召唤非邪恶阵营的生物,如同你刚刚施放了一个比被反制的召唤法术低两环的召唤怪物法术一般。

离线 草野

  • 版主
  • *
  • 帖子数: 330
  • 苹果币: 7
Re: 自翻
« 回帖 #9 于: 2024-01-11, 周四 13:09:54 »
灰赌徒之帽Gray Gambler's Hat
Inner Sea Gods pg. 264

灵光:昏暗幻术和变化系 施法者等级:1
位置:头部 价格:2400GP 重量:-
制作粗劣的金属嵌钉装饰着这顶褶皱的皮帽,卓斯卡的崇拜者会戴着这顶帽子以表达对这位矮人邪神欺诈一面的敬意。穿戴者可以将其作为易容帽使用,但只能变成矮人的样子。每天三次,穿戴者可以以自由动作操纵10尺内一枚掷出的骰子(例如赌博中使用的骰子),使其骰出的结果增加或减少1点。此外,穿戴者施放的任何惑控【胁迫】法术的DC增加1点。
制造需求:制造奇物,法术升阶,易容术,法师之手 制造成本:1200GP


劇透 -  原文:
Gray Gambler's Hat
Source Inner Sea Gods pg. 264
Aura faint illusion and transmutation; CL 1st
Slot head; Price 2,400 gp; Weight —
Description
This crumpled leather hat has roughly hammered metal studs around its brim, and is often worn by worshipers of Droskar who venerate the dwarf god for his cheating aspect. The wearer can use it as a hat of disguise, but only to disguise herself as a dwarf. Three times per day as a free action, the wearer can manipulate a rolled die within 10 feet (such as in a game of chance), altering the roll by a value of 1 in either direction. The wearer adds 1 to the DC of any enchantment (compulsion) spells she casts.
Construction
Requirements Craft Wondrous Item, Heighten Spell, disguise self, mage hand; Cost 1,200 gp