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冒险者的军械库(Adventurer's Armory)
« 回帖 #20 于: 2024-12-23, 周一 12:08:17 »
第一章 武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear)

商品和服务(Goods and Services)

本节中的装备是对《核心规则书(Pathfinder RPG Core Rulebook)》的补充。


冒险装备(Adventuring Gear)

许多的英雄都是依靠这样的道具生存和发迹的。


区域地图(Area map)
价格:50 GP;重量:2磅。
这张地理地图给使用者在野外进行导航的生存检定提供+1的环境加值。它也可以给在地下城进行导航的知识(地城)检定提供相同的加值。


星盘(Astrolabe)
价格:1000 GP;重量:6磅。
该装置由一个扁平的圆盘和另外两个安装于其下的圆盘组成。安装的圆盘可以在中心轴上旋转,这使它们可以按照日期来旋转、移动。底盘显示使用者目前所处的纬度,但若使用者超出了预设的纬度,那么星盘就毫无用处。充满了天文特色的上盘标记了天空。任何人都可以尝试在晚上用星盘确定当前的日期和时间(花费1分钟)。当使用星盘时,你避免迷路(avoid becoming lost)的生存检定,可以用智力调整值取代感知调整值。


毛毯(Blanket)
价格:5 SP;重量:3磅。
这张温暖、针织的毛毯有一条系带,因此可以方便的卷起来并系好。


精制背包(Backpack, Masterwork)
价格:50 GP;重量:4磅。
这款背包有许多口袋可以用来存储冒险中可能需要的物品。
背包上有一些钩子可以用来绑住水罐、袋子,甚至是卷起来的毛毯等。交叉于胸前的肩带含有软垫,使得腰部能够更均匀的分配重量。与普通的背包一样,精制品背包能够在其主容器内容纳约2立方英尺的物品。若你装备精制品背包,计算负重时你的力量视为比正常值+1。



滑轮组(Block and tackle)
价格:5 GP;重量:5磅。
无论是用来将宝藏从坑里拉起还是搬运设备,当一个简单的滑轮组被妥善的固定住时,它就可以为提起重物的力量检定提供+5的环境加值。固定滑轮组需要1分钟。


易损铁链(Breakaway chains)
价格:65 GP;重量:2磅。
这种易损铁链看起来就跟普通的铁链一样(通过一个DC25的察觉检定可以发现它与普通铁链的不同),但很容易破坏。通过一个DC10的力量检定就可以瞬间破坏它。


箱子(Chest)
价格:25 GP(超大号箱子),10 GP(大号箱子),5 GP(中号箱子),2 GP(小号箱子);重量:250磅(超大号箱子),100磅(大号箱子),50磅(中号箱子),25磅(小号箱子)。
普通的木箱有好几种尺寸:小型(2立方英尺,1 HP,击破DC 17),中型(4立方英尺,15 HP,击破DC 23),大型(6立方英尺,30 HP,击破DC 29),超大型(8立方英尺,50 HP,击破DC 35)。大多数箱子都包含了一个简单的内置锁。


便携式木板(Collapsible plank)
价格:4 SP;重量:10磅。
这种可折叠的木板在两处设置了铰链,在承重250磅之前都不会损坏。木板有10英尺长,可以折叠成3英尺×1英尺×6英寸的大小。折叠或展开便携式木板是一个标准动作。


棺材(Coffin)
价格:10 GP(普通),100 GP(华丽);重量:30磅(普通),50磅(华丽)。
普通的棺材由简单的木材制成,有一个宽松而平的盖子,以将其钉在棺材上。华丽的棺材因为可以彰显死者的地位而被贵族所青睐,这种棺材有带软布垫的内衬和带铰链的棺材盖。


战斗剑鞘(Combat scabbard)
价格:1 GP;重量:1磅。
战斗剑鞘是一种临时武器,当你拔出剑鞘中的武器时,你还可以以一个迅捷动作将剑鞘从你的腰带上移除(作为武器)。剑鞘装备技法专长(见本书第22页)将在战斗中提供更多剑鞘的额外用法。判断战士武器组时,用于收纳重刃组武器(Heavy Blades)的战斗剑鞘视为锤武器组(Hammers);而用于收纳轻刃组武器(Light Blades)的战斗剑鞘则视为贴身武器组(Close)。


拷贝钥匙(Copy of a key)
价格:1 GP;重量:-磅。
一个工匠可以在一小时内复制一把钥匙(制作一个与真品完全相同的复制品需要一个熟练的工匠,一天时间,以及一个DC25的工艺检定)。


耳塞(Earplugs)
价格:3 CP;重量:-磅。
耳塞由蜡或软木制成,当需要进行对抗声音效果的豁免检定时,你可以获得+2的环境加值;但也导致基于听觉的察觉检定有-5的罚值。


暗格箱(False-bottomed chest)
价格:52 GP;重量:25磅。
这种箱子常被走私者用来运送违禁品或是那些对他们而言最好保持隐秘的宝藏。箱子的暗格约有1寸深,分为从内部、底部或从背部打开等不同类型。发现暗格需要一个DC20的.察觉检定。


暗格杯(False-bottomed cup)
价格:1 GP;重量:-磅。
这种厚底的杯子下方有一个狭小的暗格,非常适合用于存储一个小物品或药物。最阴险的地方在它有于一个倾斜的机关,会在杯子向后倾斜的时候打开,并将内藏的物质释放进杯中。发现空杯子内的隐藏隔间需要一个DC15的察觉觉检定。


藏物鞘(False-bottomed scabbard)
价格:45 GP;重量:1磅。
这柄剑鞘的底部有一个刚好可以容纳一个药水瓶的空间。有些需要从外部打开,其他则通过剑鞘顶部的一个隐秘机关从内部打开。找到隐藏的隔间需要一个DC25的察觉检定,如果你将剑的长度与剑鞘对比的话,则DC降为20。


机关镣铐(False Manacles)
价格:65 GP;重量:2磅。
这种镣铐检查起来(察觉DC25)与普通镣铐几乎没有任何区别。知道镣铐秘密机关位置的佩戴者可以用一个标准动作打开它,否则它就像精致镣铐一样工作。有些机关镣铐只有普通的质量,但大多数都是精制品。



折叠椅(Folding chair)
价格:2 GP;重量:10磅。
这个简单的折叠椅有一个木制框架和帆布座椅、靠背,使其易于运输且方便在任何你想要的地方展开。它折叠起来很轻松,并且可以放进一个方便运输的袋子里。折叠椅可以轻而易举的支撑250磅重的物体。


折叠梯(Folding ladder)
价格:2 GP;重量:16磅。
挂钩、长杆、梯级以铰链连接,组成了这个10尺长的梯子,你可以将其折叠为3英尺x1英尺x1英尺的大小。展开或折叠梯子是一个标准动作。


爪钩箭(Grappling Arrow)
价格:1 GP;重量:1/2磅。
这种小爪钩被设计于用弓发射,并且可以系上丝绳。发射时,其射程增量为30尺。也有用于弩的爪钩箭存在。



吊床(Hammock)
价格:1 SP;重量:3磅。
吊床是将毯子或者网与结实的绳索连接起来的东西,你可以将其挂在粗大结实的树枝或两棵树之间,以便于睡在地面之上。爬出或爬进吊床是一个整轮动作。通过一个DC 5的敏捷检定可以将其变为一个移动动作。


哈罗牌(Harrow deck)
价格:100 GP;重量:-磅。
这是一种瓦瑞西亚人(Varisian)占卜者和预言家所使用的传统的占卜卡牌组。有些哈罗牌拥有精心绘制的插图,但大多数都是由羊皮纸或普通纸做成的卡牌,只配以手绘图案。哈罗牌往往世世代代流传下来,并且被它们的使用者悉心保存。


头盔蜡烛(Helmet candle)
价格:2 GP;重量:4磅。
这个装置是个顶端有一根短而细的钉子的头盔,你可以将蜡烛插在上面,解放你的双手去完成其他任务。


藏物剑柄(Hollowed pommel)
价格:5 GP;重量:-磅。
根据不同的武器,藏物剑柄可容纳的物品的大小最大不超过一个瓶子,最小不超过一卷纸。发现藏物剑柄需要通过一个DC15的察觉检定。


沙漏(Hourglass)
价格:10 GP(6秒),20 GP(1分钟),25 GP(1小时);重量:-磅(6秒),1/2磅(1分钟),1磅(1小时)。
标准的沙漏的沙子从上端的玻璃球内完全流到下方需要1小时时间;存在更大型号和更小型号的沙漏,并能以短至6秒为增量来标记时间。


长钉(Iron spike)
价格:5 CP;重量:1磅。
这根一英尺长的铁钉可以用来阻止门关上或打开,也可以用来固定攀爬用的麻绳。听到长铁钉被锤击的声音需要通过DC5的察觉检定。


铁瓶(Iron vial)
价格:1 SP;重量:1磅。
这种金属药水瓶具有硬度5,3点生命值,击破DC为14。


防水提灯(Lantern, Waterproof)
价格:+5 GP;重量:-磅。
在判定风是否能熄灭火焰时,防水提灯可以视烈风为强风,视暴风为烈风,视飓风为暴风,这意味着防水提灯不仅能从风中也能从水中保护其火焰。在熄灭前,内部保存的空气可供它在水下燃烧5轮。


磁铁(Magnet)
价格:5 SP;重量:1/2磅。
手持式磁铁相对较弱,主要用于探测或在短范围内吸附铁、秘银或精金。它们没有强大到可以将金属拉扯出明显的距离的程度,也无法协助卸除生物挥舞着的金属武器。这种手掌大小的马蹄形磁铁可以抬起重量约3磅的铁。


弹珠(Marbles)
价格:1 SP;重量:2磅。
弹珠可以用于减慢对手。一袋2磅重的弹珠可覆盖5英尺见方的面积。进入弹珠覆盖区域的生物必须通过一个DC10的反射检定否则就会倒地(该生物对抗摔绊的稳定加值可以应用到本次豁免上)。任何半速或以更慢的速度移动的生物可以不受影响的通过弹珠覆盖的区域。



秘银镣铐(Mithral manacles)
价格:1000 GP;重量:2磅。
这种镣铐比标准手铐更难破坏,并且对兽化人(lycanthropes)特别有效。它们有30点生命值,硬度15,击破DC为30。


纸〔一张〕(Paper,sheet)
价格:4 SP;重量:-磅。
一张普通的纸通常是9英寸长6英寸宽,并不适合制作魔法卷轴。它的硬度为0,具有1点生命值,击破DC5。


香水/古龙水(Perfume/cologne)
价格:5 GP;重量:-磅。
大多数香水和古龙水是来自于鲜花精油。香水或古龙水可以(在GM的允许下)给一些基于魅力的技能检定提供+1的环境加值。


腌菜拔出器(Pickle extractor)
价格:2 CP;重量:2磅。
腌菜拔出器只不过是一根末端插着一根钉子(spike)的棍子(stick),主要被地精(goblins,又译哥布林)用来抓桶底的东西。


怀表(Pocket watch)
价格:250 GP;重量:1磅。
这种微型钟表小到可以随身携带。


藏毒戒指(Poison pill ring)
价格:+20 GP;重量:-磅。
这种戒指在镶嵌珠宝的底座下有一个极小的暗格,通常用来存放毒药。打开或关闭戒指是一个移动动作,要隐秘的这么做而不被别人看到需要通过一个DC 20的巧手检定。



粉末(Powder)
价格:1 CP;重量:1/2磅。
粉笔末、面粉和其他类似的材料很受冒险家欢迎,因为它们在定位隐形生物上非常有用。向一个方格扔出一袋粉末是一次针对AC 5的攻击,这将瞬间揭示那里是否存在隐性生物。一个更有效的方法是将粉末撒在地面上(需要1整轮)并寻找足迹。


义肢(Prosthetic)
价格:10 GP(臂),1 GP(足),1 GP(手),20 GP(腿);重量:3磅(臂),2磅(足),1磅(手),6磅(腿)。
那些在战斗中失去了手,臂,腿或者足的人有时会用义肢(能逼真的模仿他们失去的肢体)来取代。义肢通常用木头雕刻,并涂以与使用者肤色匹配的颜色。义肢的功能十分有限,只能让一个无腿的人以半速移动,或使一个无臂的人以固定的姿势拿盾牌——至少比没有要好。聪明的使用者已经知道在他们的义肢内创建一个小暗格,虽然其大小只能容纳非常小的物体。一个的义肢手或义肢足可容纳一个重量可以忽略不计的物体,而一个义肢四肢(limb)最多可容纳1或2磅的物体。


有泵水罐(Pump water canister)
价格:75 GP;重量:5磅。
这个金属容器能装4加仑的水。以一个会引发借机攻击的标准动作,你可以使用顶部的手泵和软管将其中水喷到10英尺外。每轮使用都会抽吸1加仑的水,并可以扑灭1平方米的非魔法火焰。一个满装的罐子重37磅。


宣纸〔一张〕(Rice Paper,sheet)
价格:5 CP;重量:-磅。
这种纸由水稻或树皮制成。它的硬度为0,具有1点生命值,击破DC 2。


卷轴筒(Scroll case)
价格:1 GP;重量:1/2磅。
皮革或木制的卷轴筒可轻松容纳四张卷轴;你也可以塞入更多,但取出任意卷轴的行动会从一个移动动作变为一个整轮动作。你必须破坏卷轴筒才能破坏里面的东西(皮革制的硬度2,木质的硬度为5,2点生命值,击破DC15)。卷轴筒并不防水,因此必须仔细保护起来并远离风雨。


六分仪(Sextant)
价格:500 GP;重量:2磅。
六分仪用来确定你所在位置的纬度。配合星盘(astrolabe)使用六分仪可为防止迷路所进行的生存检定提供+4环境加值。



剃须工具箱(Shaving kit)
价格:15 SP;重量:1/2磅。
剃须工具箱包含一把直剃刀(straight razor),一块磨刀石(whetstone),一面小镜子(small mirror),一个刷子(brush),一个杯子(cup)和足够中等人型生物使用50次的剃须粉(shaving powder)。


火把插槽(Shield sconce,又译挂盾灯台)
价格:1 GP;重量:1/2磅。
这个金属框架可插入一根火把,它被设计成绑在轻、重、或塔盾上,让你无需放弃盾牌或占用你持武器的手就能带上火把。


铁锹(Shovel)
价格:2 GP;重量:8磅。
这种工具可以让你以2立方英尺每分钟的速度挖坑。


号角(Signal horn)
价格:1 GP;重量:2磅。
吹响号角需要一个DC 10的表演(管乐器)检定。它可以传达如攻击、协助、前进,后退,火和警告等信息。号角的声音可以在半英里范围内清楚地听到(察觉DC 0)。每超过该距离四分之一英里,听到号角声察觉检查有-1惩罚。


万能钥匙(Skeleton key)
价格:85 GP;重量:-磅。
许多门锁的设计类似,从而可以被万能钥匙打开。万能钥匙可以被用在任何使用钥匙打开的标准门锁上,即使你没有解除装置技能。你使用万能钥匙解除装置的技能加值(+10),而不是你自己的技能加值;使用万能钥匙时不能取10。对特定的锁只能尝试一次。如果检定失败,万能钥匙就无法打开或关闭该锁。劣质的万能钥匙可能只有+5的加值。



肥皂(Soap)
价格:1 CP;重量:1/2磅。
大部分的肥皂是由动物脂肪和从灰烬中提取的碱液制成。你可以用此这种厚块肥皂来擦洗衣服、盆、床单,你或者别人的身体,或其他任何可能变脏的东西。一块肥皂大约可以使用50次。


投矛器(Spear-thrower,又译投枪器、抛矛)
价格:1 GP;重量:1磅。
这只不过是一个带罩、环或刺的手柄,用来套住飞镖(dart)、标枪(javelin)或短矛(shortspear)的柄。使用投矛器投掷这类武器会使此投掷物的射程增加一倍。将武器放入投矛器中需要一个移动动作;通过获得“快速装填(投矛器)”专长,你可以将其减至为一个自由动作。


信纸(Stationery)
价格:1 GP;重量:-磅。
一般只被富人使用,昂贵的信纸是一种优质的9英吋长6英吋宽的纸,往往饰以浮雕或刻有主人的私人印章。


便携式火炉(Stove can)
价格:10 GP;重量:1磅。
这个小的金属容器内装有蜡质燃料,创造足够用于烹饪的热量,但只产生蜡烛大小的光亮。关上容器上的金属盖就可以扑灭火焰;它在几分钟内就会冷却到可以携带的程度。每个便携式火炉可以燃烧5小时(足以烹饪10餐)。


细绳或麻绳〔50尺〕(String or twine,50 ft.)
价格:1 CP;重量:1/2磅。
细绳和麻绳通常以50英尺的绳球或线轴的形式出售,可用于绳索陷阱和报警器,且是爪钩箭的重要组成部分。细绳或麻绳硬度为0,1点生命值,击破DC14。


纹身(Tattoo,又译刺青)
价格:1 CP~20 GP;重量:-磅。
纹身的价格取决于它的质量、大小和所使用颜色的数量。十年内不会模糊,硬币大小的蓝色纹身,其价格为1铜币;不会褪色的,一只手掌大小的黑色纹身,其价格为1银币;覆盖整个背面的纹身需要分几次纹,且价格为10金币。每个额外颜色的价格差不多等于独个相同大小的纹身的价格。虽然这些价格代表了基准,但纹身——就像任何其他艺术作品一样——的价值可能更高,这取决于艺术家的声望。


帐篷(Tent)
价格:100GP(行馆帐篷),30 GP(大号帐篷),15 GP(中号帐篷),10 GP(小号帐篷);重量:50磅(行馆帐篷),40磅(大号帐篷),30磅(中号帐篷),20磅(小号帐篷)。
帐篷有各种尺寸,可容纳1至10人。行馆帐篷的空间很大,足以在正中央生一小堆火。


香炉(Thurible)
价格:50 GP;重量:3磅。
当装满煤炭和价值2sp的普通草药(common herbs)时,这种微型火盆可用轻烟将直径30英尺的区域填满1小时。充满烟雾的该区域内的所有生物在对抗吸入式疾病时的强韧检定获得+2的环境加值。



旅行快餐〔一天份〕(Wandermeal,per day)
价格:1 CP;重量:1/2磅。
行走江湖的半身人发明了这种用面粉、水和香料调和成的面食。旅行快餐不易变质,而且非常饱肚。但是,如果持续一周都吃这种实在谈不上多营养的食品而不补充蔬菜水果,那么食用者之后的每天都要做一个DC=(15+额外天数)的强韧检定,否则就会恶心。这个效果持续到他补充了其他营养为止。以上列出的是一人一天份的食品价格。


防水袋(Waterproof bag)
价格:5 SP;重量:1/2磅。
这种皮革麻袋用焦油或沥青密封,防止那些脆弱的物体被水毁坏。袋子内的物品保持相对的干燥,使携带地图、卷轴、法术书和类似物品袋的想法成为可能。虽然袋子是不能渗透的,但它只能被完全浸没10轮,之后水就会渗进袋子破坏那些物品。


蜡模(Wax key blank)
价格:15 GP;重量:1/2磅。
这个两面的盒子内包含了一些柔软的蜡状物,容易获得并保留按压在两部分之间物体的印痕 ,制作出该物体的一个完美模具。一个熟练的工匠可以利用模具制作一个该物品的复制品(其过程会破坏模具)。偷偷的印模需要一个DC 25 的巧手检定。


武器链(Weapon cord)
价格:1 SP;重量:-磅。
武器链是一条2英尺长的皮带,将你的武器和你的手腕链接起来。如果你的武器掉落了,或者被卸除了,你可以以一个移动动作重新获得它,且掉落的武器不会离开你超过1个方格的距离。但是,如果不先解开武器链(一个整轮动作)或者割断它(一个移动动作或一次攻击,硬度0,1点生命值),你就无法切换到另外一个武器。不同于带锁钢手套(locked gauntlet),你仍可以使用一只链接了武器链的手,虽然一个悬荡中的武器可能会干扰到涉及手指精确的动作。


磨刀石(Whetstone)
价格:2 CP;重量:1磅。
以一个精确的角度在磨刀石上滑动武器,磨刀石可以让你磨利刀刃。用磨刀石磨刀需要约15分钟的工作,并在你第一次使用打磨过的武器时给你的武器伤害骰提供+1的加值。这只对非魔法武器起作用。


哨子(Whistle)
价格:5 CP;重量:-磅。
也被称为信号哨(signal whistle),哨子尖利的声音可以在四分之一英里范围内清楚地听到(察觉DC 0)。通过一个DC 5的表演(吹奏)检定,你可以用它传递与号角(signal horns)相同的信息。每超过四分之一英里,听到哨声的察觉检定有-2惩罚。



无声哨(Whistle, Silent)
价格:9 SP;重量:-磅。
只有动物和具有敏锐听觉的其他生物可以听到的无声哨也同样存在。


腕鞘(Wrist sheath)
价格:1 GP;重量:1磅。
这是一个绑在你的前臂上并用长袖隐藏起来的剑鞘。它可以容纳一个前臂大小的物品,如一把匕首、飞镖、魔杖,或者五只用于弩或弓箭矢。以一个移动动作,你可以弯曲你的手腕,让隐藏的物品中的一个或全部落入你的手中(这会如常造成借机攻击)。若有人观察你或对你进行搜身以确定是否有隐藏的物品时,你在对抗察觉的手上功夫检定上获得+2的加值。你每只手只能戴一个腕鞘。


弹簧腕鞘(Wrist sheath, spring loaded)
价格:5 GP;重量:1磅。
这个物品和标准的腕鞘(wrist sheath)功能类似,但弹出其中的物品仅需一个迅捷动作。要配置好腕鞘让它如常工作,需要转动腕鞘上的微型齿轮使发条到转动到位(这是一个会提供借机攻击的整轮动作)。

离线 萌新也有滥强的心

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
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Adventuring Gear

Many heroes count on items like these to survive and prosper.

  Area map
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 50 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.


  Astrolabe
Source Ultimate Equipment pg. 56, Pathfinder #51: The Hungry Storm pg. 67, Pirates of the Inner Sea pg. 21, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 1,000 gp; Weight 6 lbs.
Category Adventuring Gear
Description
This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.

  Blanket
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 5 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

侧边栏:
Backpack, Masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring.
Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

 

  Block and tackle
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 185, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price 5 gp; Weight 5 lbs.
Category Adventuring Gear
Description
Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.


  Breakaway chains
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 65 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.

Chest: The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.

Chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price   25 gp (huge),   10 gp (large),   5 gp (medium),   2 gp (small); Weight 250 lbs. (huge), 100 lbs. (large), 50 lbs. (medium), 25 lbs. (small)
Description
The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.


  Collapsible plank
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 4 sp; Weight 10 lbs.
Category Adventuring Gear
Description
Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6-inch bundle. Folding or unfolding it is a standard action.

Coffin: A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. An ornate coffin is favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.

Coffin
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213
Price   10 gp (common),   100 gp (ornate); Weight 30 lbs. (common), 50 lbs. (ornate)
Description
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.

  Combat scabbard
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lbs.
Category Adventuring Gear
Description
This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

  Copy of a key
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
An artisan can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and 1 day).

  Earplugs
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 3 cp; Weight —
Category Adventuring Gear
Description
Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.


  False-bottomed chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 52 gp; Weight 25 lbs.
Category Adventuring Gear
Description
These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check.

  False-bottomed cup
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance into the contents of the cup. Spotting the secret compartment in an empty cup requires a DC 15 Perception check.

  False-bottomed scabbard
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 45 gp; Weight 1 lb.
Category Adventuring Gear
Description
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.

侧边栏:
False Manacles: These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.

 

  Folding chair
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 10 lbs.
Category Adventuring Gear
Description
This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

  Folding ladder
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 16 lbs.
Category Adventuring Gear
Description
The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.

侧边栏
Grappling Arrow: This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.

 

  Hammock
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.

PFS:The Harrow deck may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal

  Harrow deck
Source Ultimate Equipment pg. 57, Curse of the Crimson Throne Player's Guide pg. 12, Pathfinder Campaign Setting pg. 213, Adventurer's Armory pg. 19, Inner Sea World Guide pg. 293
Price 100 gp; Weight —
Category Entertainment
Description
This is a traditional fortune-telling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.

Harrow Deck: This is a traditional fortunetelling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.

  Helmet candle
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 2 gp; Weight 4 lbs
Category Adventuring Gear
Description
This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.

  Hollowed pommel
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel requires a DC 15 Perception check.

  Hourglass
Source PRPG Core Rulebook pg. 158
Price 25 gp; Weight 1 lb.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.

Hourglass
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price   25 gp (1 hour),   20 gp (1 minute),   10 gp (6 seconds); Weight 1 lb. (1 hour), 1/2 lb. (1 minute), — (6 seconds)
Description
The standard hourglass takes 1 hour to empty the sand from the upper chamber; smaller ones that mark time more precisely are also readily available, in 1-minute and 6-second sizes. Hourglasses tracking more than an hour are rare.

Hourglass: The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.

  Iron spike
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 cp; Weight 1 lb.
Category Adventuring Gear
Description
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.

  Iron vial
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 1 lb.
Category Adventuring Gear
Description
This metal potion bottle has hardness 5, 3 hit points, and a break DC of 14.

Lantern, Waterproof: Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.

  Magnet
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. They are not powerful enough to tug metal over significant distances or aid in disarming creatures wielding metal weapons. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.

侧边栏
  Marbles
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 1 sp; Weight 2 lbs.
Category Adventuring Gear
Description
Marbles can be used to slow opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must succeed at a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.

 

新东西
  Mithral manacles
Source Adventurer's Armory pg. 19
Price 1,000 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.

Paper: Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.
  Paper (sheet)
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 4 sp; Weight —
Category Adventuring Gear
Description
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and a break DC of 5.

  Perfume/cologne
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Most perfumes and colognes are derived from the essential oils of flowers. Perfume or cologne may (at the GM’s discretion) provide a +1 circumstance bonus on several Charisma-based skill checks.

新东西
  Pickle extractor
Source Adventurer's Armory pg. 19
Price 2 cp; Weight 2 lbs.
Category Adventuring Gear
Description
A pickle extractor is little more than a spike stuck through the end of a stick, used mainly by goblins to grab things at the bottom of a barrel.

  Pocket watch
Source Adventurer's Armory pg. 19
Price 250 gp; Weight 1 lb.
Category Adventuring Gear
Description
This miniature clock is small enough to carry.

侧边栏
  Poison pill ring
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price +20 gp; Weight —
Category Adventuring Gear
Description
This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.
 

  Powder
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.


Prosthetic: People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.

Prosthetic
Source Ultimate Equipment pg. 57, Pirates of the Inner Sea pg. 21, Adventurer's Armory pg. 19
Price   10 gp (arm),   1 gp (foot),   1 gp (hand),   20 gp (leg); Weight 3 lbs. (arm), 2 lbs. (foot), 1 lb. (hand), 6 lbs. (leg)
Description
People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.

新东西
  Pump water canister
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 5 lbs.
Category Adventuring Gear
Description
This metal container holds 4 gallons of water. As a standard action that provokes attacks of opportunity, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of use and can extinguish nonmagical fires in 1 square. A full canister weighs 37 pounds.



Rice Paper: This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.

  Rice paper (sheet)
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 5 cp; Weight —
Category Adventuring Gear
Description
This sheet of paper is made of rice, straw, or tree bark. It has hardness 0, 1 hit point, and a break DC of 2.


  Scroll case
Source Ultimate Equipment pg. 57, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.


侧边栏:

  Sextant
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185, Pirates of the Inner Sea pg. 21
Price 500 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +4 circumstance bonus on Survival checks made to prevent getting lost.

 

UE服饰/AA冒险装备
  Shaving kit
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 15 sp; Weight 1/2 lb.
Category Kits
Description
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

  Shield sconce
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.

Shovel: This tool lets you dig a pit at a rate of 2 cubic feet per minute.

Shovel
Source Ultimate Equipment pg. 57, Pathfinder #51: The Hungry Storm pg. 67
Price   2 gp (common),   10 gp (folding); Weight 8 lbs. (common), 12 lbs. (folding)
Description
This tool lets you dig a pit at a rate of 2 cubic feet per minute. If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Folding Shovel: A folding shovel is a full-sized shovel with a sturdy sectional handle that folds into pieces no longer than the shovel blade, allowing it to fit in a smaller space such as a backpack. Converting the shovel from its folded state to usable (or vice versa) is 2 full-round actions.


  Signal horn
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 2 lbs.
Category Adventuring Gear
Description
Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn take a –1 penalty.


侧边栏
  Skeleton key
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

 

  Soap
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.

新东西
  Spear-thrower
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is little more than a handle with a cup, loop, or spur to hold the butt of a dart, javelin, or shortspear. Using a spear-thrower to throw such a weapon doubles the projectile’s range increment. Setting a weapon into a spear-thrower is a move action; by taking the Rapid Reload (spear-thrower) feat, you reduce this to a free action.

Stationary: Generally used only by the wealthy, fancy stationary is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
  Stationery
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
Generally used only by the wealthy, fancy stationery is a finerquality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.


  Stove can
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Adventuring Gear
Description
This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).

  String or twine (50 ft.)
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.

  Tattoo
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183, Pirates of the Inner Sea pg. 21
Price 1 cp–20 gp; Weight —
Category Adventuring Gear
Description
The price of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade costs 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size. While these prices represent the baseline, tattoos—like any other artwork—can be worth far more depending on the prestige of the artist.

Tent: Tents come in a variety of sizes and accommodate between one and 10 people. Pavilion tents are large enough to accommodate a small fire in the center.

  Tent
Source PRPG Core Rulebook pg. 158
Price 10 gp; Weight 20 lbs.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.

Tent
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price   30 gp (large),   15 gp (medium),   100 gp (pavilion),   10 gp (small); Weight 40 lbs. (large), 30 lbs. (medium), 50 lbs. (pavilion), 20 lbs. (small)
Description
Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.

侧边栏:
  Thurible
Source Ultimate Equipment pg. 58, Pathfinder #8: Seven Days to the Grave pg. 61, Adventurer's Armory pg. 19
Price 50 gp; Weight 3 lbs.
Category Adventuring Gear
Description
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

 



  Wandermeal (per day)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 cp; Weight 1/2 lb.
Category Food/Drink
Description
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.

  Waterproof bag
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

  Wax key blank
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 15 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.

  Weapon cord
ErrataSource Ultimate Equipment pg. 58, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Adventuring Gear
Description
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hit point). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

  Whetstone
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 2 cp; Weight 1 lb.
Category Adventuring Gear
Description
A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.

侧边栏:
Whistle: Also known as a signal whistle, a whistle’s piercing report can be clearly heard (DC 0) up to half a mile away. With a DC 5 Perform (wind instruments) check you can use it to signal the same sorts of situations as signal horns (see page 8). For each additional quarter mile, Perception checks to hear a whistle suffer a –2 penalty.

Whistle
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price   8 sp (signal),   9 sp (silent); Weight — (signal), — (silent)
Description
With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.

 

Whistle, Silent: Only animals and other creatures with keen hearing can hear this whistle.


  Wrist sheath
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearmlength item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.

新东西
  Wrist sheath (spring loaded)
Source Adventurer's Armory pg. 19
Price 5 gp; Weight 1 lb.
Category Adventuring Gear
Description
This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).



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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #22 于: 2024-12-23, 周一 12:11:21 »
译者的话:

由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。

由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。

本节中的冒险物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。




AA中独有的冒险物品:

1、战斗剑鞘(Combat scabbard):战斗剑鞘(Combat Scabbard)的数据不在冒险装备这一节,而在武器这一节。

2、秘银镣铐(Mithral manacles):AA版本仅需1000 GP,UE版本则需要2015 GP。

3、腌菜拔出器(Pickle extractor):Pickle意思是“腌菜,泡菜”,考虑到译为泡菜的话,简直是韩国人快乐器,而该道具是地精用的——这样的话太整活了。而extractor的译名为提取器、榨汁机,和物品描述不符。因此,考虑到extract的意思是“(用力)取出,拔出; 提取;获得”,因此结合物品描述,将之译为腌菜拔出器。

4、怀表(Pocket watch):虽然是AA独有物品,但有买怀表的钱,为什么不买一个OA的催眠吊坠(Hypnotist's Locket)?怀表型催眠吊坠同样是250 gp和1磅,但还有额外功能。

5、有泵水罐(Pump water canister):灭火器?

6、投矛器(Spear-thrower,又译投枪器、抛矛):AA独有物品。该道具虽然在果园没被翻译过,但在互联网上早有常用译名,而且百度百科有实物照片和原理说明。和远程战术工具匣(RTT)的射矛器(Spear-Sling)不是一种东西。AA的投矛器(Spear-thrower)属于冒险物品,无法被附魔。而RTT的射矛器(Spear-Sling)是军用远程武器,可以被附魔,也可以连锁到战士武器训练等职业能力。根据物品描述,虽然不是弩、也不是火器,但可以选用快速装填(投矛器)。这种增加投掷物射程的效果,让人想起了MC大地精的投弹器(Bombchucker),不过两种物品效果不一样就是了。

7、哨子(Whistle):AA独有物品。虽然描述中说又被称为信号哨(signal whistle),且描述和UE的信号哨(Signal whistle)几乎一模一样。但是UE的信号哨(Signal whistle)需要8 SP,而AA的哨子(Whistle)只要5 CP(虽然aon把该物品和UE合并了,也就是说在aon中是没有5 CP的哨子,只有8 SP的哨子的,可能是aon笔误)。

8、弹簧腕鞘(Wrist sheath, spring loaded):和UW中的快速腕鞘(Speed Sheath)类似,但AA的弹簧腕鞘(Wrist sheath, spring loaded)只要5 GP,而UW的快速腕鞘(Speed Sheath)需要10 GP。值得注意的是AA的弹簧腕鞘(Wrist sheath, spring loaded)被分类为冒险物品(Adventuring Gear),而UW的快速腕鞘(Speed Sheath)被分类为服饰(Clothing),这意味着角色开卡时,可以将10 GP的免费服饰额度购置一个快速腕鞘(Speed Sheath)。


翻译描述时和其他书中的同名冒险有微妙不同,但对于冒险物品的使用有影响的描述,在此列出:

1、星盘(Astrolabe):UE最后一句译为【当使用星盘时,你使用生存检定时可以用智力调整值取代感知调整值以避免减值】,而英文原文是【When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost】,因此改译为【当使用星盘时,你避免迷路(avoid becoming lost)的生存检定,可以用智力调整值取代感知调整值】。

2、哈罗牌(Harrow deck):瞧瞧这PFS合法使用的说明,字缝里面写满了两个字“买牌”。

3、沙漏(Hourglass):虽然沙漏的型号和价格和UE一样,但描述不太一样,AA版描述说了存在以6秒为增量的多种沙漏,而非仅有3种。

4、义肢(Prosthetic):最后一句在UE被译为【而假手臂最多可容纳1或2磅的物体】,根据原文(limb)为四肢,是包括臂(arm)和腿(leg)的。此外,少译了a这个量词。

5、剃须工具箱(Shaving kit):CHM中装备列表是15银币,但是装备描述条目中却弄成了15金币。AA版本是15银币,看来找到一处CHM错误。该物品在aon的分类中,即不属于(Tools),也不属于冒险物品(Adventuring Gear),而是分类为工具包(Kits)。

6、铲子(Shovel):和UE比少了一句【如果在战斗中使用铁锹,把它视为单手临时武器,造成与同样大小的木棒相等的钝击伤害】。另外,AA仅仅只有铁铲,而没有UE的折叠铁锹(Shovel, folding)。

7、旅行快餐〔一天份〕(Wandermeal,per day):虽然在AA中被列于冒险装备中,但在UE是被列入食物与饮料(Food/Drink)中。

8、武器链(Weapon cord):最后一句话进行了重译,【Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.】带锁钢手套(locked gauntlet)详见防具,而根据带锁钢手套的描述【当一只带锁钢手套已经锁定,你这支手就无法再施放法术或使用技能】,将后面的【you can still use a hand with a weapon cord】重译为【你仍可以使用一只链接了武器链的手】,因为如果照之前的翻译的话,是无法get到这样的点——即,使用一只链接了武器链的手,是不影响施放法术或使用技能的。

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #23 于: 2024-12-24, 周二 08:27:22 »
特殊物品和道具(Special Substances and Items)

拥有工艺(炼金)技能的角色可以制造这些道具,并且这些道具以及被列于《核心规则书(Pathfinder RPG Core Rulebook)》中的那些炼金道具,通常都在同一处你可以买到炼金物品的地方被发现。


炼金油膏(Alchemical grease)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:5 GP;重量:1磅。
每一份这种粘稠黑色膏状物足以覆盖一个中型生物或者两个小型生物。如果你浑身涂满炼金油膏,你的逃脱技能检定,用于逃脱擒抱的战斗技击(Combat Maneuver)检定和你用来避免被擒抱时的CMD检定获得+5炼金加值。这个效果将持续4小时或直到你洗去油膏。


炼金解胶剂(Alchemical solvent)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:20 GP;重量:1/2磅。
这瓶满是气泡的紫色液体可以化开任何黏胶,把它撒出来正好可以解决5平方尺内的一切过黏的干扰物(比如沥青焦油,树脂和凝胶),这个过程需要1轮时间。解决更黏的麻烦(比如炼金凝胶,绊足包,蛛网,等等)需要1d4+1轮生效。但是它魔法性质的黏胶,诸如至尊胶(Sovereign Glue)无效。


抗生素(Antiplague)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 25;
价格:50 GP;重量:-磅。
如果喝下一小瓶这种散发着腐烂气味的乳白色的药水,在接下来的一个小时内你对抗疾病的体质豁免检定获得+5炼金加值。如果你已经被感染,你也可以骰两次豁免(没有+5加值),并选择更好的一次结果。


野兽诱惑(Beast lure)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:30 GP;重量:1/2磅。
这种浅棕色的油类似于卡瓦麝香(Kaava musk,详见下文),但仅会吸引某一种特定的生物(犬B1、巨蜂B2、凡此种种)。


护刃脂(Bladeguard)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:40 GP;重量:-磅。
这种清澈的树脂被用来保护武器免受泥怪、锈蚀生物和其他能造成类似侵蚀或溶解效果的攻击,使武器在24小时内免疫这些效果。一份能够涂抹一把双手武器,两把单手武器或者轻型武器,或者50发弹药。每份需要一整轮来涂抹。将武器浸没在水或者其他类似液体中会洗去这种效果。


止血剂(Bloodblock)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25;
价格:25 GP;重量:-磅。
这种粘稠的粉红色物质可以帮助伤口快速止血。使用一剂止血剂可以在急救(providing first aid)、治疗铁蒺藜(caltrops)及类似物品所造成的伤害、或治疗严重伤害(treating deadly wounds)的医疗技能检定上提供+5炼金加值。使用一剂止血剂相当于你已通过一次DC 15的医疗检定来停止流血效果。当用之来治疗致命伤害时,使用一剂止血剂相当于你在治疗时花费了医疗包(Healer`s Kit)的一次使用次数(并且获得上述+5加值)。



健体香脂(Bodybalm)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25;
价格:25 GP;重量:-磅。
当这种刺鼻的黄色粉末在水中煮沸并将之给予一名生物饮用时,在长期护理(long-term care)、治疗中毒(treating poison)、以及治疗疾病(treating disease)的医疗检定上,它会给予该生物的主治医生+5炼金加值。


香波罗树汁蒸馏液(Distilled terrap sap)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:30 GP;重量:1/2磅。
当首次被打开时,从这个密封的罐子中会释放出一种压倒性的消毒剂的味道,并且直到其气味消散前(打开后1d6轮)会覆盖住其他气味。当其气味残留时,该罐子20尺范围内的生物在对抗基于嗅觉(scentbased)的攻击时,其所有的豁免都会获得+5的炼金加值,但在此期间,其范围的生物均会在任何基于嗅觉的察觉检定上自动失败。


黛丝娜烛焰火(Firework,Desnan Candle)〔星烛焰火Firework,star candle〕
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:5 GP;重量:-磅。
当黛丝娜烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用黛丝娜烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。制作黛丝娜烛焰火需要一个DC 20的工艺(炼金)检定。



纸蜡烛焰火(Firework,paper candle)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:1 GP;重量:-磅。
这种手指大小的爆炸物点燃后会伴随着刺啦刺啦的噪音,并在1轮后爆炸。与纸蜡烛焰火共格的生物需要做一个DC 15的强韧检定以避免被其目眩1D4轮。制作纸蜡烛焰火需要一个DC 20的工艺(炼金)检定。


飞天火箭焰火(Firework,skyrocket)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:50 GP;重量:1磅。
当飞天火箭被点燃时,这种1英尺长的木管会开始抖动并且喷出少量的白色火焰,如同火把的光亮。1轮之后它开始飞行,飞天火箭将会以90英尺的速度飞行1D6轮,直到它在一阵剧烈光和噪音中爆炸,并对半径10尺内所有生物造成2D6的火焰伤害(反射DC15减半)。被飞天火箭所伤害的生物会失明或者耳聋(50%机率既失明又耳聋)1轮。制作飞天火箭需要一个DC 25的工艺(炼金)检定。


星泉焰火(Firework,starfountain)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:500 GP;重量:100磅。
这种树桩大小,由管状物捆束而成的烟火在点燃后会立即开始发出多彩的弧状火花。开始时焰火会持续提供1D6轮的照明,之后它会伴随着巨大的声响射出鲜艳明亮的彩色火花,持续4轮。在户外,这些火花会飞向空中,逐渐飘散。在室内或在一个封闭的区域,反弹的焰火会对半径20尺的范围造成每轮1D6的火焰伤害(反射DC 15减半)。反射失败的生物会失明1D4轮并耳聋1小时。制造星泉焰火需要一个DC 25的工艺(炼金)检定。


闪光粉(Flash powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:50 GP;重量:-磅。
这些粗糙的灰色粉一旦暴露于火焰中,摩擦,甚至是单纯的受力(比如将其扔到地板上,标准动作)都会在瞬间被引燃并燃烧殆尽。10尺半径爆发范围内的生物会目盲1轮(通过DC15的强韧检定则无效)。制造闪光粉需要一个DC 20的工艺(炼金)检定。



引信手榴弹(Fuse grenade)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:100 GP;重量:1磅。
这个中空的粘土容器内装有一小剂黑火药和一条缓慢燃烧的引线。点燃引线是一个移动动作;1D3轮之后手榴弹将会爆炸,对半径10尺爆发范围内的生物造成2D6的震荡伤害和1D6的火焰伤害(反射DC 15减半)。你投掷引信手榴弹时候将其视为溅射武器。制造引信手榴弹需要一个DC 25的工艺(炼金)检定。


闪光墨水〔一瓶〕(Glowing ink,vial)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:5 GP;重量:-磅。
这种特别的墨水通常含有深海动物,发光昆虫或发光菌类的萃取物。用发光墨水书写的话,它会在纸面上发出稳定而微弱的光芒(通常是绿色或红色)使你可以在完全的黑暗中阅读——也包括法魔法造成的黑暗(比如法术黑暗术,但在更强的幽深黑暗术则中则不行)。如果把发光墨水涂在某一物体上,它也会发光,为确定它位置的察觉检定提供+2加值。如果把发光墨水溶进彩弹中,那么被彩弹溅射到的物体也会在黑暗中发光,直到彩弹的颜色消褪。


隐形墨水(Invisible ink)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:2 GP(简易),10 GP(一般),25 GP(精制),75 GP(高级);重量:-磅(简易),-磅(一般),-磅(精制),-磅(高级)。
世界各地的特工人员,叛党和其他秘密组织都会使用隐形墨水。通常情况下,隐形墨水书写的内容需要通过特定的条件才能显现出来。如果你掌握了显影的方法,将一页隐形墨水书写的内容显示出来需要一轮时间。如果你没有特定的手段,那么你需要通过一个工艺(炼金)检定来花费1小时时间揭示隐形墨水书写的内容(根据不同品质的墨水揭露DC也不同)。
        简易隐形墨水:这种隐形墨水通常只有一种简单的显影手段,比如加热或涂上醋酸(无显影方法时的揭露DC 20)。
        一般隐形墨水:这种隐形墨水可能需要两种普通的显影手段或是一种特殊的显影手段,比如血液或特定种类的酸(无显影方法时的揭露DC 25)。
        精制隐形墨水:这种隐形墨水需要两种特殊的显影手段或一种罕见的显影手段,比如特定年代窖藏的葡萄酒或某种怪物的血(无显影方法时的揭露DC 30)。
        高级隐形墨水:这种最隐蔽的隐形墨水可能需要两种罕见的显影手段或一种独一无二的方式才能显影,比如某个特定人的血液(无显影方法时的揭露DC 35)。


发痒粉(Itching powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:60 GP;重量:2磅。
这种精致的灰色粉末会让沾染上的生物遭受到无法控制的瘙痒,直到他们花1整轮时间清洗掉粉末。投掷发痒粉时可以将其视为一个射程增量为10尺的溅射武器。目标方格内的生物需要通过一个DC 12的强韧检定以避免瘙痒,而在周围方格内的生物需要通过一个DC 8的强韧检定以避免瘙痒。若强韧检定失败,则在清洗掉粉末之前攻击、豁免、技能,属性等检定上都将受到-2的减值。这是一种毒素效果。制作发痒粉需要一个DC 25的工艺(炼金)检定。


卡瓦麝香(Kaava musk)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:40 GP;重量:1/2磅。
这种翡翠色的粘着剂是由动物的腺体、尿液以及其他难以洗掉的强力气味剂制成的。一个被其溅射到的目标会闻起来像是食肉动物的弱小猎物。拥有灵敏嗅觉(scent)的生物在侦测被标记的目标时,可以获得五倍于正常的范围,侦测其方向是一个自由动作,并且在目标在25尺内时,通过气味追踪目标的生存检定会获得+5加值。在水中浸泡一轮可以洗掉麝香;否则这个效果会每天减少一倍距离(一天后为4倍距离,两天后为3倍距离)直到该生物重新恢复普通气味等级。


煤油(Keros oil)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 15;
价格:5 GP;重量:-磅。
煤油又被称为龙息油,这种带有苦味的液体比一般的油更难点着,但能在低温下迅速燃烧。这让它受到异国表演者的青睐,例如舞火者和吐火者。你可以通过吐出煤油并使其通过一团明火(如被点燃的蜡烛,火柴或者火把)来点燃它,以制造一次急促的爆裂火焰。如果你用其进行攻击,这是一个最大射程为5尺,造成1D3的火焰伤害的远程接触攻击。如果你在攻击骰中骰出了1,你将会不小心吞下一团已经被点燃的燃料,你将受到1D6的火焰伤害并且反胃一轮。一瓶煤油足够吞吐10次,将煤油从瓶子中吸入口中是一个标准动作(快速装填专长能将其变为一个移动动作)。制造煤油需要一个DC 15的工艺(炼金)检定。


冻结剂(Liquid ice)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:40 GP;重量:2磅。
冻结剂也被称为“炼金术士之冰”,这种密封瓶中装满了一种如同水晶一般的蓝色液体,在打开瓶子的一瞬间,冻结剂便会发出呲呲的声音并开始缓慢蒸发。打开瓶口后,在冻结剂完全蒸发之前的1D6轮之内,你可以用其冻结液体,或者给物品镀上一层薄冰。你也可以将冻结剂做为一种溅射武器投掷。直接命中会对目标生物造成1D6的寒冷伤害,并对目标生物5尺范围内的生物造成1点寒冷的溅射伤害。制造冻结剂需要一个DC25的工艺(炼金)检定。


彩弹(Marker dye)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:15 GP;重量:1磅。
这种染色剂(有很多种颜色可选)可以在它溅射到的地方留下明显的色斑。色斑在它刚刚留下的72小时中是全无办法清除的,即使是褪色也需要2周数据。彩弹可以当做溅射武器进行投掷攻击。


遮味剂(Scent cloak)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:20 GP;重量:2磅。
这一撮精细碾碎的香料、植物种子、麝香、和其他炼金制剂可以洒在你的身上以混淆你的个人气味信息,通过灵敏嗅觉(scent)追踪你的DC+10,持续24小时。不过,因为你仍然有气味存在,所以拥有灵敏嗅觉的生物还是可以估测你的位置——它们只是无法将你个人的气味辨识出来而已。将遮味剂完全清除掉是一个整轮动作。


烟玉(Smoke pellet)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:25 GP;重量:-磅。
这种陶土小球在内部有两个分隔,分别含有两种不同的炼金物质,把烟玉在地上打碎会形成5尺范围内浑浊难闻但无害的烟雾。这样使用的烟玉相当于发烟棒的效果,但烟雾只持续1轮时间。你可以将一个烟玉当做射程增量10尺的远程武器来进行远程接触攻击。


喷嚏粉(Sneezing powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:60 GP;重量:2磅。
这种粗糙的黄红色粉末是一种溅射武器,可以造成1D4+1轮无法控制的喷嚏。在受到喷嚏粉影响的方格内的生物必须通过一个DC 12的强韧检定才能避免喷嚏,而周围临近方格内的生物必须通过DC为8强韧检定才能避免喷嚏。受喷嚏粉影响的生物在持续时间内每轮都需要通过一个DC 10的强韧检定,否则直到他们的下一轮前都会恍惚。这是一种毒药效果。制作喷嚏粉需要一个DC 25的工艺(炼金)检定。



便携法术书(Traveling spellbook)
价格:10 GP;重量:1磅。
这种法术书要比原版略微轻薄,因为它只有50页——所以也只能记录更少的法术。一些法师喜欢额外抄写一本便携法术书以储存一些不常用的法术以备不时之需,而另一些法师则会将自己认为重要的法术特别抄一本,以防万一只用。


驱虫剂(Vermin repellent)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 20;
价格:5 GP;重量:-磅。
当涂在皮肤上时,这种闻起来不可爱的糊剂给害虫带来麻烦。普通大小(超微型Fine)的害虫将避开你。害虫集群必须成功进行一个DC 15的体质检定来进入你的格子。驱虫剂对于小型或者更大的害虫没有驱除效果,不过如果一只害虫需要从一个涂满驱虫剂的目标和一个没有驱虫剂的目标中选择一个来进行其攻击的话,它通常会决定避开涂满驱虫剂的目标。涂上之后驱虫剂将持续发挥其作用4小时,或者直到有人花费一轮洗去它。

驱虫剂被算作强烈气味,允许任何拥有灵敏嗅觉(scent)能力的生物在一个更大的距离上追踪(Universal Monster Rule in Bestiary)。


净水芯片(Water purification sponge)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:25 GP;重量:1磅。
这个拳头大小的蓝色吸水绵块可以最多一次吸进1品脱水,如果把水全挤出来,它们可以在这个过程中被滤净杂质,变为清洁可饮或用作其他使用(洗涤等)的净水。将芯片装满水或全挤出来需要一个整轮动作。净水芯片可以解决普通的污染和水中可能含有的疾病传播,但无法过滤毒素,特异能力造成的污染和其他魔法效果。每块净水芯片在用到损坏之前可以净化25品脱水。

离线 萌新也有滥强的心

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #24 于: 2024-12-24, 周二 08:28:26 »
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原文:
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Special Substances and Items

Characters with the Craft (alchemy) skill can create these items, and they are usually available in the same places where you can buy the alchemical items listed in the Pathfinder RPG Core Rulebook.


  Alchemical grease
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 5 gp; Weight 1 lb.
Category Alchemical Remedies
Description
Each pot of this slick black goo has sufficient contents to cover one Medium creature or two Small ones. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
Construction
Craft (Alchemy) DC 15

  Alchemical solvent
Source Ultimate Equipment pg. 103, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 20 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.
Construction
Craft (Alchemy) DC 20

  Antiplague
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 50 gp; Weight —
Category Alchemical Remedies
Description
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Construction
Craft (Alchemy) DC 25

野兽诱惑(Beast lure)

  Beast lure
Source Adventurer's Armory pg. 19
Price 30 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This light brown oil works similar to Kaava musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).
Construction
Craft (Alchemy) DC 20

绝大多数物品,UE都翻译过了。还有一个是UE没有,但是也被翻译的。


  Bladeguard
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 40 gp; Weight —
Category Alchemical Remedies
Description
This clear resin protects a weapon from harmful attacks made by oozes and rust monsters, as well as from similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round per pot. Immersing the weapon in water or similar liquid washes it off.
Construction
Craft (Alchemy) DC 15

侧边栏:

  Bloodblock
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 25 gp; Weight —
Category Alchemical Tools
Description
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
Construction
Craft (Alchemy) DC 25

 

  Bodybalm
Source Adventurer's Armory pg. 19
Price 25 gp; Weight —
Category Alchemical Tools
Description
When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
Construction
Craft (Alchemy) DC 25


消毒提取液(Distilled terrap sap)
当首次被打开时,这个密封的罐子会释放出一种压倒性的消毒味,并且直到它散开前(打开后1d6轮)会覆盖其他气味。当其气味残留时,该罐子20尺范围内的生物在对抗基于嗅觉(scentbased)的攻击时,其所有的豁免都会获得+5的炼金加值,但在此期间,它们会在任何基于嗅觉的察觉检定上自动失败。

找不到terrap的英文释义,且经过查询也不是设定中的专有名词。那么如果不是生造出来的词,那就是外文单词,亦或是笔误。又无法从物品效果中看出这是什么东西。如果是生造出来的话,可能是terra-p,terra是某消毒水品牌./室内净化和灭菌产品,terra-p则是某辐射检测仪。如果是外文单词的话,则terrap是挪威语中的地形。如果是笔误的话,terrapin泛指北美的多种淡水龟类的统称(源于印第安语土著语 torope)。
如果按原文笔误翻译的话,可译为“龟灵提取液”,那么描述的的“antiseptic odor”是龟类身体中能提取出来的?那么只能认为这是个生造词汇,暂译为“P型消毒提取液”或“消毒提取液”。求更好的译名。

  Distilled terrap sap
Source Adventurer's Armory pg. 19
Price 30 gp; Weight 1/2 lb.
Category Alchemical Remedies
Description
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scentbased attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.
Construction
Craft (Alchemy) DC 15

侧边栏:

 

  Firework (star candle)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Weapons
Description
From Nethys: Originally known as "Desnan Candle Firework".

When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20


Firework, Desnan Candle: When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.

  Firework (paper candle)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Alchemical Weapons
Description
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

  Firework (skyrocket)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
When lit, this footlong wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

  Firework (starfountain)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 500 gp; Weight 100 lbs.
Category Alchemical Weapons
Description
This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

侧边栏:

  Flash powder
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 50 gp; Weight —
Category Alchemical Weapons
Description
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

 

  Fuse grenade
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 100 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This hollow clay container holds a small charge of black powder and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25


  Glowing ink
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Tools
Description
Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.
Construction
Craft (Alchemy) DC 15


Invisible ink
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price   10 gp (average),   25 gp (good),   2 gp (simple),   75 gp (superior); Weight — (average), — (good), — (simple), — (superior)
Description
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).

Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).

Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).

Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).
Construction
Craft (Alchemy) DC 20


  Itching powder
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25


卡瓦麝香(Kaava musk)被自用自翻翻译贴中的大佬翻译
  Kaava musk
Source Sargava, the Lost Colony pg. 24, Adventurer's Armory pg. 19
Price 40 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This emerald-colored adhesive is made from animal glands, urine, and other powerful scents that are difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on their Survival checks. Immersion in water within 1 round of exposure washes the musk off; otherwise the effect decreases by 1 range increment per day (four times normal range after 1 day, three times normal range after 2 days, and so on) until the creature is again at normal scent levels. One dose of Kaava musk costs 40 gp and weighs 1/2 lb.; the Craft (alchemy) DC to create Kaava musk is 20. For more information on Kaava musk, see page 31.
Construction
Craft (Alchemy) DC 20


  Keros oil
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Weapons
Description
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action). Crafting this item is a DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

  Liquid ice
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 40 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

  Marker dye
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213
Price 15 gp; Weight 1 lb.
Category Alchemical Tools
Description
This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
Construction
Craft (Alchemy) DC 15

  Scent cloak
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 20 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This collection of coarsely ground spices, seeds, musk, and alchemical reagents are meant to be rubbed into your skin and clothes in order to override your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint you if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.
Construction
Craft (Alchemy) DC 20


  Smoke pellet
Source Ultimate Equipment pg. 103, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 25 gp; Weight —
Category Alchemical Tools
Description
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
Construction
Craft (Alchemy) DC 20

侧边栏
  Sneezing powder
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

 

  Traveling spellbook
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 185, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Tools
Description
A traveling spellbook is less cumbersome than a normal one, but holds fewer spells. It has 50 pages. Some wizards prefer to travel with a smaller spellbook, omitting specialized spells that are rarely used on adventures. Others hide a traveling spellbook containing their most important spells, just in case.


  Vermin repellent
Source Ultimate Equipment pg. 101, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Remedies
Description
This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (see the Universal Monster Rules in the Bestiary).
Construction
Craft (Alchemy) DC 20


  Water purification sponge
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
Construction
Craft (Alchemy) DC 15


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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #25 于: 2024-12-24, 周二 08:29:38 »
译者的话:

由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。

由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。

本节中的道具均为描述,而价格、重量、所需工艺(炼金)DC在表格中。而且炼金物品分为炼金药、炼金道具、炼金武器等不同的分类,由于很多魔法物品、职业能力、法术的效果需要这些分类。因此,为了方便阅读,本节译文的格式将与原书不同,也与CHM中的炼金物品,而是在描述前面注明该道具的分类、DC、价格和重量。



AA中独有的物品:

1、野兽诱惑(Beast lure):虽然不叫卡瓦麝香(Kaava musk),但是根据描述特定情况下适用于卡瓦麝香技法。

2、健体香脂(Bodybalm):其中(balm)香油;镇痛软膏;令人感到安慰(或镇定)的事物;香脂油(昔日用于疗伤等)。考虑其效果,治疗疾病、治疗中毒,和镇痛、镇定之类的不相干。那么查询,香脂油——嚯,一大堆东西。比如:榄香脂被称为“中古世纪骑士的刀伤药”,在中古世纪的欧洲,用于骨折和刀剑伤的愈合,主要成分为榄香脂烯与苦艾萜,调理皮肤溃疡及平衡体液(多汗、水肿等)亦有极佳效益。还有鸢尾香脂、檀香油、被制成配方酊剂的“修士的香脂”安息香,等等等等。那么就暂译为“健体香脂”了。

3、香波罗树汁蒸馏液(Distilled terrap sap):找到了,它是东南亚沙巴州的一种特有水果,名为terrap(发音类似:搭浪,达拉),将(马来语:tarap)译为英文就是terrap了,在中国译为香波罗/大树波萝/香波萝蜜,又可音译“达叻或答蜡”。本种的拉丁语种小名“odoratissimus”意为“有气味的”,因本种未开裂的果实成熟时会散发与汽油味类似的气味而得名。也能对上后面的(sap)是树汁、树液。而且满足描述中,该物品以气味为效果。找到合适的译名真不容易——谁想得到是马来语翻译成的英语,这种偏门的词汇要找译名花费了不知道多少时间!!!!
失败的找寻:
找不到terrap的英文释义,且经过查询也不是设定中的专有名词。那么如果不是生造出来的词,那就是外文单词,亦或是笔误。又无法从物品效果中看出这是什么东西。如果是生造出来的话,可能是terra-p,terra是某消毒水品牌./室内净化和灭菌产品,terra-p则是某辐射检测仪。如果是外文单词的话,则terrap是挪威语中的地形。如果是笔误的话,terrapin泛指北美的多种淡水龟类的统称(源于印第安语土著语 torope)。如果生翻译的话,可译为“龟灵提取液”,那么描述的的“antiseptic odor”是龟类身体中能提取出来的?那么只能认为这是个生造词汇,暂译为“P型消毒提取液”或“消毒提取液”。求更好的译名。

4、卡瓦麝香(Kaava musk):已被大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。




翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:

1、止血剂(Bloodblock):描述似乎和UE的翻译版本不同,基本重译了。

2、黛丝娜烛焰火(Firework,Desnan Candle):黛丝娜是星辰女神,本道具是UE星烛焰火(Firework,star candle)的别称。

3、遮味剂(Scent cloak):描述略有修改。

4、驱虫剂(Vermin repellent):描述略有修改。

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #26 于: 2024-12-25, 周三 09:00:36 »
工具和技能工具包(Tools and Skill Kits)

这些道具涉及到了技能、工艺、和专业。


算盘(Abacus)
价格:2 GP;重量:2磅。
这件装置可以帮助你进行一些较为复杂的数学运算。


便携式炼金术工作台(Portable alchemist's lab)
价格:75 GP;重量:20磅。
这副精简版的炼金术工作台可以为你的工艺(炼金)检定提供+1环境加值。



铁砧(Anvil)
价格:5 GP;重量:10~100磅。
虽然用处和大小各有不同,不过一具铁砧的基本造型是大致相同的。从非常巨大沉重的锻铁匠铁砧(100磅),到较小的蹄铁工铁砧(50磅)到最小号的金银匠铁毡(10磅)。很多金属加工任务若缺少与之适配的铁砧的话,是不可能完成的。


平衡杆(Balancing pole)
价格:8 SP;重量:12磅。
这条平衡杆大约有15-30尺长,如果使用得当的话,它对你穿越狭窄平面的行动大有帮助。在穿过狭窄平面时,使用平衡杆会为你在特技动作检定上提供+1环境加值。


狗熊夹(Bear trap)
价格:2 GP;重量:10磅。
虽然一般是用来捕猎大型动物的,不过一具狗熊夹同样可以困住人型生物和怪物。这对用铰链支撑的大铁夹子还连有一条锁链——固定在远处的连接物可以保证被夹住的生物难以逃走。把夹紧的夹子撬开或是拽脱固定的锁链需要一个DC 20的力量检定。

狗熊夹(Bear trap) CR 1
类型:机械型陷阱(mechanical);察觉:DC 15;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:近战攻击+10(2d6+3伤害);粗壮的弹簧迅速闭合夹子夹住触发生物的脚踝并导致其基础移动速度减半(或者,倘若该狗熊夹被附着在某个固定物上时,则被夹住的这名生物无法移动);生物需要进行一个DC 20的解除装置检定,或一个DC 22的逃脱检定,或一个DC 26的力量检定才能摆脱该夹子。



鼓风机(Bellows)
价格:1 GP;重量:3磅。
手动鼓风机可以用来有效的将火烧旺,在维持火堆燃烧的生存技能检定上获得+1环境加值。


指南针(Compass)
价格:10 GP;重量:1/2磅。
普通指南针指示北极,它可以让你在避免迷路的生存检定上获得+2的环境加值。你在地下城中用知识(地城)进行导航时也能获得相同的加值。



烹饪工具箱(Cooking kit)
价格:3 GP;重量:16磅。
该工具箱包含一个铁壶(iron pot),一个铁锅(iron skillet),一个勺子(ladle),一个烤肉叉(skewer),一个木制菜板(wooden cutting board),一个切割刀(cutting knife),一个架锅的铁质三脚架(iron tripod for the pot),一包火绒(tinder)和一小包本地或其他地方容易找到的调味料。你可以把烤肉叉架在三脚架上来烧烤一些小动物。所有的组件(除了锅之外)都都符合铁罐的大小以便于储存和运输。


医生面具(Doctor's mask)
价格:50 GP;重量:2磅。
在对抗空气传播(airborne)的毒药和基于气味(scent-based)的效果时,这种保护性的面具能为你的强韧豁免中提供+1环境加值。在科瓦萨(Korvosa),如果你不是一名治疗师或医生的话,在公共场合戴着医生面具属于一种轻罪。


医师服装(Doctor's outfit)
价格:150 GP;重量:6磅。
任何穿戴这套服装的生物,都能在抵抗接触性疾病(contact diseases)的强韧豁免上,获得+2环境加值。


钻头(Drill)
价格:5 SP;重量:1磅。
以一个标准动作,钻头可以在石头、木头或金属上钻出直径1英寸的孔洞。比钻头更硬的材料会迅速的磨损或折断钻头。听到钻头钻孔的声音需要通过一个DC15的察觉检定。


眼镜(Eyeglasses)
价格:15 GP;重量:-磅。
眼镜别名目镜(spectacles),多用于矫正视力不良或放大细处。


漂浮装置(Flotation device)
价格:1 GP;重量:2磅。
通常是将动物膀胱充气后再用沥青密封制成,一个被抓住的漂浮装置可使游泳检定+1环境加值。


杂耍工具包(Juggler's kit)
价格:15 GP;重量:10磅。
这套工具里装有好几副平衡良好的玩具,比如几个小球(balls)、几根木棒(clubs,详见武器)、数把飞刀(knives)、几个圆环(rings)、和几根火把(torches)。在表演(戏剧或喜剧)检定、以及那些涉及杂耍的检定上,它会为你的提供+1加值。


便携式经台(Portable altar)
价格:250 GP;重量:40磅。
通常为木制,且浮雕有特定宗教的徽记和装饰物,一副便携式经台具有可拆卸式的台面,内部可以存放用于礼拜的祭器诸如蜡烛、熏香、圣油等物。


卡利斯拉德预言(The Prophecies of Kalistrade)
价格:75 GP;重量:10磅。
这是杜鲁玛(Druma)出版最频繁的书。它详细说明了极其严格的饮食规范、繁殖规范、和服装规范等,这些信徒作为其宗教的一份子所必须遵守的限制。


印刷机〔单版面〕(Printing press,1-page)
价格:250 GP;重量:150磅。
一台手摇式印刷机可应用一块印刷板,而一块印刷板上面的所有文字都是反向雕刻的。更换一块印刷板是一个简单的过程,但制作一块新的印刷板既昂贵又费力。印刷机在同一时间只能印刷一页,但其印刷的速率约为每分钟五页。之后,文具商们需要裁剪印好的页面并装订成书籍。


锯(Saw)
价格:4 CP;重量:2磅。
锯子有很多种不同的形状,例如木匠用的从小到长的锯子,伐木工人使用的双手锯等。你可以锯子插入门和门框之间,削断门栓或木条,作为一个整轮动作,你每轮对被锯的物体造成5+你的力量调整值点伤害。听到锯子的声音需要成功通过一个DC 10 察觉检定。用于切割河流上冰块的锯子通常在其末端有一个尖角,用来在切割之前破坏冰。



锯齿剑(Sawback sword)
价格:+5 GP;重量:-磅。
这是一种作用与任意轻刃或重刃类武器的改造,而不是一种独特的武器类型。剑刃背面的锯齿,让你能用做一些粗糙的木工工作。


担架(Stretcher)
价格:1 GP;重量:10磅。
担架可以让两个人一起抬着一件重物行动,或是你一个人利用它来拖拽一件你无法直接承载的重物。一架担架最多可以承载300磅重量。


手术工具包(Surgeon's tools)
价格:20 GP;重量:5磅。
在和医疗包(healer’s kit,即Heal`s Kit)组合使用时,手术工具包可以在用来治疗致命伤害的医疗检定提供的环境加值增加到+3。


脚蹼(Swim fins)
价格:1 SP;重量:5磅。
脚蹼可为你的游泳速度增加10尺,但会使你的基础陆地速度降低至5尺。穿上或脱下脚蹼需要5轮。


温度计(Thermometer)
价格:25 GP;重量:1磅。
这根一尺长的管子上标有海水的冰点、管子中间的标是艾巴萨罗姆(Absalom)的春日、以及最高的标是融冰水的沸点。温度远低于冰点或远高于沸点的话,会损坏该设备。


擅入者之靴陷阱(Trespasser's boot)
价格:8 SP;重量:2磅。
这种陷阱是由一个小小的木制框架、带着许多朝向框内的尖刺组成,并可放置在一处刚好够一名中等体型的角色的小腿深的浅坑中。当有人走进该方格时,“靴子”就会抓住她的腿。如果目标试图移动、亦或者她在令自己获得自由的解除装置检定失败5点或更多时,目标将受到伤害。

擅入者之靴陷阱(Trespasser ’s Boot) CR 1/2
类型:机械型陷阱(mechanical);察觉:DC 20;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:坑刺(近战攻击+10,2d4伤害);尖刺可将其目标固定;逃离该陷阱需要一个DC 20的解除装置检定,或一个DC 20的逃脱检定,或一个DC 24的力量检定。

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #27 于: 2024-12-25, 周三 09:01:33 »
表格:
劇透 -   :


原文:
劇透 -   :
Tools and Skill Kits

These items pertain to skills, crafts, and professions.

  Abacus
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 2 gp; Weight 2 lbs.
Category Tools
Description
This device helps you perform mathematical calculations.

侧边栏:
 
  Portable alchemist's lab
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 75 gp; Weight 20 lbs.
Category Tools
Description
This compact version of a fullsized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.

  Anvil
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 5 gp; Weight 10–100 lbs.
Category Tools
Description
While anvil sizes vary depending on the type of smithing for which they are used, all anvils have the same basic shape and construction. Blacksmith anvils are much heavier and larger (100 pounds) than farrier anvils (50 pounds), which in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.

  Balancing pole
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 8 sp; Weight 12 lbs.
Category Tools
Description
This flexible pole can be anywhere from 15 to 30 feet in length. When used properly, it helps you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.

侧边栏:

  Bear trap
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 2 gp; Weight 10 lbs.
Category Tools
Description
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

Bear Trap - CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

 

  Bellows
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 1 gp; Weight 3 lbs.
Category Tools
Description
Bellows are useful for starting fires, providing a +1 circumstance bonus on Survival checks to start or maintain fires.

侧边栏:

  Compass
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 10 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

 


  Cooking kit
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 3 gp; Weight 16 lbs.
Category Kits
Description
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

新东西
  Doctor's mask
Source Adventurer's Armory pg. 19, Pathfinder #8: Seven Days to the Grave pg. 61, Curse of the Crimson Throne Player's Guide pg. 12
Price 50 gp; Weight 2 lbs.
Category Tools
Description
This protective mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In Korvosa, it is a minor crime to wear a doctor’s mask in public if you are not a healer or physician.

  Doctor's outfit
Source Adventurer's Armory pg. 19, Pathfinder #8: Seven Days to the Grave pg. 61
Price 150 gp; Weight 6 lbs.
Category Tools
Description
Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases.

  Drill
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 5 sp; Weight 1 lb.
Category Adventuring Gear
Description
A drill can create a 1-inch-diameter hole in stone, wood, or metal as a standard action. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 15 Perception check.


  Eyeglasses
Source Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Tools
Description
Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.


  Flotation device
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 2 lbs.
Category Tools
Description
Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.


  Juggler's kit
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19
Price 15 gp; Weight 10 lbs.
Category Tools
Description
This kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches. It provides a +1 bonus on Perform (act or comedy) checks and checks involving juggling.

  Portable altar
Source Demon Hunter's Handbook pg. 18, Adventurer's Armory pg. 19, Ultimate Equipment pg. 77
Price 250 gp; Weight 40 lbs.
Category Tools
Description
A portable altar is typically made of wood and is ornately carved and decorated with the iconography of a specific religion. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within. These altars are modest, but give traveling priests a center from which to say their daily prayers, perform minor rituals, or preach to an assembled crowd.

Portable Altar: Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.

  The Prophecies of Kalistrade
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 10 lbs.
Category Tools
Description
This is the most frequently published book in Druma. It details the extremely strict dietary, sexual, and clothing restrictions followers must observe as part of their religion.


  Printing press (1-page)
Source Adventurer's Armory pg. 19
Price 250 gp; Weight 150 lbs.
Category Tools
Description
A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and laborintensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.

侧边栏:
 

  Saw
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 4 cp; Weight 2 lbs.
Category Adventuring Gear
Description
Saws can take many different shapes, from small carpentry saws to the long, two-handled saws used by lumberjacks. You can insert a saw between a door and its frame to cut through wooden bolts or bars, dealing 5 hit points per round plus your Strength modifier to the sawed object as a full-round action. Hearing the sawing requires a successful DC 10 Perception check. Saws used to cut ice on rivers have a point on the end to break through the ice before cutting.


  Sawback sword
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price +5 gp; Weight —
Category Adventuring Gear
Description
This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.

  Stretcher
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19
Price 1 gp; Weight 10 lbs.
Category Tools
Description
A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn’t carry on your own. A stretcher holds up to 300 pounds.

  Surgeon's tools
Source Ultimate Equipment pg. 77, Pathfinder #8: Seven Days to the Grave pg. 61, Adventurer's Armory pg. 19
Price 20 gp; Weight 5 lbs.
Category Tools
Description
When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.


  Swim fins
Source Adventurer's Armory pg. 19
Price 1 sp; Weight 5 lbs.
Category Tools
Description
Swim fins add 10 feet to your swimming speed but reduce your base speed to 5 feet. Donning or doffing swim fins requires 5 rounds.

  Thermometer
Source Adventurer's Armory pg. 19
Price 25 gp; Weight 1 lb.
Category Tools
Description
This foot-long tube has marks for the freezing temperature of seawater, a moderate spring day in Absalom, and the boiling temperature of melted ice. Temperatures much below the freezing point or above the boiling point break the device.

侧边栏:
 
  Trespasser's boot
Source Adventurer's Armory pg. 19
Price 8 sp; Weight 2 lbs.
Category Tools
Description
Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character’s lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.

Trespasser ’s Boot - CR 1/2
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check


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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #28 于: 2024-12-25, 周三 09:02:54 »
译者的话:

由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。

由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。

本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。



AA中独有的物品:

1、医生面具(Doctor's mask):早有大佬翻译到很早的帖子《猩红王座的诅咒专长、法术与装备》中。另外,自用自翻翻译帖中也有翻译。感谢大佬们的工作,让萌新白嫖。

2、医师服装(Doctor's outfit):不知道为什么,分类是工具(Tools)而非服饰(Clothing)。难道就凭那覆盖面很窄的+2环境加值?反正某些能变成实物服饰的物品——诸如华服柜(Costume Bureau)——应该也能变医生服装吧。不过医生服装在游戏、小说、电影等文艺作品中出现频繁,基本相当于一个符号了,扮演沉浸感、代入感、乃至反套路等等,都可以用医师服装。

3、眼镜(Eyeglasses):该道具被沉沦大佬(现已改名果园米凯拉),翻译到《【PF1e】随想随翻》中,感谢大佬的工作让萌新白嫖。由于在专区,所以萌新不放传送门。

4、漂浮装置(Flotation device):游泳+1环境加值。

5、卡利斯拉德预言(The Prophecies of Kalistrade):这种在世界设定、进阶职业、魔法物品中频繁出现的玩意儿,居然是能买的吗?见识了。

6、印刷机〔单版面〕(Printing press,1-page):冒险者都能买印刷机了。

7、脚蹼(Swim fins):和水下冒险(Aquatic Adventures)的精制脚蹼(Masterwork Flippers)不是一个东西,也不是精制品和非精制品的关系,二者的物品效果完全不一样。

8、温度计(Thermometer):25 GP就买个这?

9、擅入者之靴陷阱(Trespasser's boot):对踩中陷阱的人来说,真是多了一只好“靴子”。



翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:

1、铁砧(Anvil):描述略有修改。

2、狗熊夹(Bear trap):陷阱部分根据“CRB环境规则-陷阱”的陷阱格式,进行了调整,尽量保证格式的一致性。

3、钻头(Drill):描述略有修改。

4、杂耍工具包(Juggler's kit):描述略有修改。

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Re: 我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊
« 回帖 #29 于: 2024-12-26, 周四 08:49:24 »
服饰(Clothing)

阿巴达尔(Abadar)的信徒们说:“衣服是区分文明人和野蛮人的东西。”


防滑钉(Cleats)
价格:5 GP;重量:2磅。
防滑钉可以让你在光滑表面行走时所受的惩罚降低50%。比如,在冰面上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你装上了防滑钉,在冰面上每移动1格仅会花费1.5格的移动力。防滑钉会对所有种类的抛光地板造成损伤。防滑钉可以附加到其他任意一套服装(outfit)上。


皮草(Furs)
价格:12 GP;重量:5磅。
作为最基本的耐寒装备,动物皮毛能够让穿戴者的体温得意维持下去。用足够多的皮草覆盖身体能够让目标在抵御寒冷气候(cold weather)时,强韧豁免检定获得+2加值。这不会与生存技能带来的任何加值叠加。皮草能够补充到其他服装(outfit)上。


帽子(Hats)
价格:1 SP~50 GP;重量:1/2磅~2磅。
在各种文化中,都会有许许多多各种样式的帽子。从长头巾到皮制三角帽,帽子可以说是最为普通的头部遮盖物。有时会由于宗教派系或社会性的理由,存在一些需要强制性佩戴的特殊帽子。三角帽这样较为泛用的帽子,通常价值2 sp。


耐暑衣物(Hot weather outfit)
价格:8 GP;重量:4磅。
耐暑衣物会从头到脚覆盖住你的身体,透气的布料可以让你感到清凉,帮助你避免遭受阳光的暴晒。这套服装通常由一件宽松的亚麻长袍、一条头巾或宽松的罩帽与面罩组成。它会在抵御酷暑天气(hot weather)时的强韧豁免提供+2加值。这不会与生存技能带来的任何加值叠加。


首饰(Jewelry)
价格:可变;重量:可变。
首饰的价值依照其本身的质量会有较大范围的变动。在许多文化,特别是游牧民族中,会将首饰作为一种方便携带的财产,其中最值得注意的便是由钱币熔铸而成的腰带和手镯。平民百姓拿来作为饰品的东西可能只值几个铜板,工匠佩戴的则可能价值几个银币,而商人可能会付出一些金币来购置首饰,不过贵族佩戴在身上的珠宝很少会低于100gp。


面具(Mask)
价格:1 SP~50 GP;重量:1磅。
在堕落贵族们的节庆活动中,你可以看到最为古怪和流行的面具,不过简单的面具也可能会被作为地区性的通关许可使用。面具种类繁多,从一小块仅能覆盖一部分脸部布料到完全覆盖头脸的精致物品一应俱全。


窃贼服装(Pickpocket's outfit)
价格:5 GP;重量:3磅。
窃贼服装配有隐藏的口袋,这套服装会当你在身上藏匿轻小物品(small objects)时,提供+2加值。


披巾(Scarf)
价格:1 SP~5 GP;重量:1/2磅。
艺人们经常会在表演中使用性感的装束和迷人的道具。而色彩鲜艳的布料或透明的丝绸所制成的披巾便是她们最爱的配饰,这些披巾上通常会绣着复杂的花纹和图案。


藏物围巾(Scarf, Pocketed)
价格:8 GP;重量:1/2磅。
通过精巧的设计,这条围巾的一侧有数个经过伪装的小口袋。藏物围巾会在你进行在身上藏匿物品的巧手检定时,提供+4加值。这些加值不会与身穿厚重衣物(heavy clothing)所提供的加值叠加,但是会与尝试藏匿轻小物品(small objects)的加值叠加。



强固围巾(Scarf, Reinforced)
价格:10 GP;重量:1磅。
这条8尺长的围巾一侧使用链条和金属板进行了加固。尽管这还不足以为防护等级(Armor Class)提供加值,不过这条多功能的围巾可以作为与之等长的铁链(chain,详见冒险物品)来进行短距离的攀爬、或者束缚敌人。强固围巾的有10点硬度和4点生命值。需要成功进行DC为24的力量检定才能挣断它。


雪地鞋(Snowshoes)
价格:5 GP;重量:4磅。
这些木框内有绳子或筋腱制成的紧绷网子,将这样的物体绑在你的脚上时,可以将你的体重分散在雪地上,让你难以踏入积雪组成的地面,从而让你的步伐变得更加轻松。雪地鞋可以让你在厚实的雪地行走时所受的惩罚降低50%;比如,在雪地上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你穿上了雪地鞋,在雪地上每移动1格仅会花费1.5格的移动力。雪地鞋可以附加到任意一套服装(outfit)上。



快脱服装(Tear-away clothing)
价格:+5 GP;重量:-磅。
小偷与盗贼都明白一套好伪装的重要性。能够在紧急场合快速脱下一层伪装,从而展现出第二重的伪装的能力,可以说是难能可贵的。快脱服装通常来说都会比较宽松,使得穿戴者能够在里面再穿一层服装。服装的接口被设计成易于拉开的构造,这使得脱下服装(标准动作)之后在人眼皮底下一走了之变成了简单的事情。只要支付额外的开销,任何服装(outfit)都可以被制成快脱服装。


背心(Vest)
价格:1 SP~50 GP;重量:1/2磅。
就像帽子一样,背心也几乎出现在所有文化中。尽管其基本设计千篇一律,但它们的裁剪、色彩和功用上差异很大。塔尔多的宫廷背心和瓦瑞西安的舞蹈背心之间的差异是惊人的。


假发(Wig)
价格:5 GP~500 GP;重量:1/2磅~4磅。
假发有许多形式,从法官那严肃的头饰,到贵族佩戴的那高耸夸张并且饰以糖果的样子,再到头发稀疏的主妇所佩戴的朴素卷发。任何大城市都可以买到假发,而且在大多数城镇都可以订购假发。假发通常使用头发制作,可供选择的颜色通常受限于当地住民的发色,不过也可以通过使用染料来做出其他颜色的假发。