出典 People of the Wastes 26ページ
Your magical creations reject those you oppose.
前提条件:Craft Magic Arms and Armor or Craft Wondrous Item.
利益:When you craft a magic weapon, magic armor, a magic shield, or a wondrous item, you can infuse it with a bit of your convictions. Creatures that are more than one alignment step away from you are sickened while using or wearing this item. An item that has been infused with your alignment can never have an opposing special ability added to it later (for example, a longsword infused with your lawful good alignment cannot later gain the anarchic weapon special ability). Infusing the item with your alignment in this way increases the items total construction cost by 10%.
出典 Pathfinder #16: Endless Night 63ページ
In addition to the several fleshcrafting procedures listed, it’s encouraged in drow society for characters experienced with fleshcrafting to constantly experiment and invent new ways of twisting flesh. The following feat is required to successfully brew a fleshcrafting potion.
前提条件:Caster level 10th, 8 or more ranks in Craft (alchemy)
利益:You can create a fleshcrafting poison capable of mimicking one monster ability. Brewing a poison takes 1 day. When you create a fleshcrafting poison, you set the caster level, which can be no higher than your own level. The base price of a temporary fleshcrafting poison is its caster level × the CR of the creature used in the fleshcrafting × 50 gp. To brew a poison, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
The base price of a permanent fleshcrafting poison is its caster level × the CR of the creature used in the fleshcrafting × 1000 gp. To brew a poison, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
注意:If the fleshcrafting is an original creation, use the nearest equivalent monster that possesses a similar body part or ability.
《Craft Ooze》 (アイテム作成)
Craft Ooze
出典 Alchemy Manual 22ページ
You can use alchemy to create dangerous ooze creatures.
前提条件:Brew Potion, Craft Wondrous Item, Craft (alchemy) 3 ranks, caster level 5th.
利益:You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC 10 + 2 × the ooze’s CR). A failed check ruins the materials used, while a check that fails by 5 or more also results in an ooze that attacks its creator for 1d4 rounds before dissipating into useless waste material. A newly created ooze has average hit points for its Hit Dice. Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that are created this way have no Intelligence score—nor any loyalty to their creator.
While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games—perhaps with oozes sold as black market commodities— need only double the construction cost of a specific ooze creature in order to figure out a fair market price.
The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM’s discretion, other types of ooze creatures can be created with this feat. Creatures from Pathfinder RPG
Bestiary 2, 3, or 4 are marked with a matching superscript.
Ooze |
Construction Cost |
Craft DC |
Gelatinous cube |
1,600 gp |
16 |
Gray ooze |
3,600 gp |
18 |
Slithering trackerB2 |
3,600 gp |
18 |
Ochre jelly |
4,900 gp |
20 |
Black pudding |
8,100 gp |
24 |
Magma oozeB2 |
8,100 gp |
24 |
Deathtrap oozeB3 |
8,100 gp |
26 |
Carnivorous crystalB3 |
16,900 gp |
32 |
出典 Adventurer's Armory 2 31ページ
Some construct builders learn their art by creating poppets.
一部の人造クリーチャーの作成者はパペットを作成して芸術を学ぶ。
前提条件:術者レベル1レベル
出典 Champions of Corruption 28ページ
You can craft magical piercings infused with the power of shadow.
前提条件:Craft (jewelry) 5 ranks, caster level 5th.
利益:You can create special wondrous items—typically barbs, hooks, rings, and spikes—that adorn piercings in the wearer’s flesh and grant magical abilities. Both you and the recipient of the piercing (if not yourself) must be present for the entire piercing process.
Shadow piercings must be placed in a part of the body normally associated with a magic item slot, but they do not take up a slot on the body, nor interfere with other magic items that use those slots. A single slot can only hold one shadow piercing (nonmagical piercings do not count against this limit). Shadow piercings can be applied to the following slots: belt, body, chest, eyes, feet, hands, head, neck, shoulder, and wrist.
A single slot can hold multiple physical piercings, though the pieces of jewelry operate as a single item and must be created for that purpose. Shadow piercings have different levels of power: minor, major, and greater. Minor shadow piercings usually include one piece of jewelry, while major and greater shadow piercings often are made up of multiple rings and spikes that cover the entire area of the piercing’s slot (but are still considered a single item). A creature can only use a number of shadow piercings equal its Constitution modifier plus its Wisdom modifier.
Carefully inserting or removing a shadow piercing takes a full-round action and deals no damage. Alternatively, a shadow piercing may be pulled out of a creature using the steal maneuver as a standard action that deals 1d6 points of damage. Only a creature with the Craft Shadow Piercing feat may create or insert a shadow piercing, but any creature may remove one. Inserting a shadow piercing is impossible unless the target is willing or helpless. After being removed, a shadow piercing may be inserted into another creature by someone with this feat. Since they are treated as magic items, they are affected by dispel magic.
Shadow piercings follow the rules for magic item creation, except the creator can use the Craft (jewelry) skill instead of Spellcraft. New shadow piercings can be researched and designed using the rules for pricing new magic items. Shadow piercing powers for a specific slot must be thematically similar or linked. Since shadow piercings don’t interfere with other magic items in the same slot, but can only have one piercing per slot, the base price is multiplied by 1.5 instead of doubled as if they had no space limitation.
出典 People of the Wastes 26ページ
You can craft superior firearms.
前提条件:Craft Magic Arms and Armor; Craft (weapons) 1 rank or Gunsmithing.
利益:When you craft a firearm or magical firearm, you can use reinforced components to make the weapon more reliable. This increases the item’s total construction cost by 10%. The misfire chance of the weapon is reduced by 1. This can never reduce a firearm’s misfire chance by more than 1.
出典 Ultimate Wilderness 109ページ
You combine a natural green thumb and knowledge of magic in order to grow magic plants.
前提条件:Brew Potion, Craft Wondrous Item, Knowledge (nature) 1 rank.
利益:You can cultivate magic plants. Cultivating a magic plant takes 1 week per 1,000 gp in its base price. When you create a magic plant, you make the same choices that you would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell.
出典 Pathfinder #74: Sword of Valor 73ページ
Your studies into demonic anatomy and physiology allow you to graft their immortal tissues onto mortal flesh.
前提条件:Demonologist, Heal 5 ranks, Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
利益:You gain a +2 bonus on Heal checks regarding evil outsiders or creatures that already have a demonic graft. In addition, you can create demonic implants (see page 12) as if you had the Craft Wondrous Item feat, using your ranks in Heal as your caster level. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15 of the Pathfinder RPG Core Rulebook).
出典 Monster Hunter's Handbook 24ページ
You adorn your gear with mementos from your foes.
前提条件:Harvest Parts.
利益:You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s been dead for less than an hour. You take a –4 penalty on this check if you or an ally didn’t slay the creature. You can craft one ornament per character level per day. Each corpse provides enough material for one ornament plus one additional ornament per size category above Medium. You can wear one ornament in each magic item slot not already occupied by another item. When you craft an ornament, you choose whether it affects Armor Class, attack rolls, CMB, CMD, saving throws, or skill checks. The ornament provides a morale bonus equal to the monster’s CR divided by 4 (round down, minimum 1) to the selected statistic against creatures of the same creature type as the source of the ornament. This bonus increases by 1 against creatures of the exact same variety (so a red dragon’s talon provides the increased bonus against red dragons but not all dragons). An ornament remains effective for 1 day, plus 1 additional day for every 5 by which you exceed the DC to craft it. You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours.
出典 Cohorts and Companions 20ページ
Through careful study and communion with nature, you have learned how to cultivate and raise plant creatures.
前提条件:Train Plants, Handle Animal 5 ranks, Knowledge (nature) 5 ranks.
利益:You can grow plants and perform rituals to invest them with animating spirits, becoming assassin vines, treants, or viper vinesB2. Each plant creature has a list of additional prerequisites, costs, and skill checks required to grow them (see Growing Plant Creatures below). At the GM’s discretion, characters with this feat may grow other plant creatures as well.
Assassin Vine
An assassin vine is usually grown deep in a forest or swamp, although it’s possible to cultivate an assassin vine among overgrown grape vines if the area is shaded from direct sun.
Price 7,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 5 ranks, entangle, summon nature’s ally IV; Skill Check Knowledge (nature) DC 16
Treant
The ancient knowledge and wisdom possessed by the spirit of a treant is unmatched. A treant is usually grown in a grove of ancient trees of the predominant local variety.
Price 25,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 10 ranks, Knowledge (geography or history) 4 ranks, liveoak, speak with plants; Skill Check Knowledge (nature) DC 24
Viper Vine
Terrifying and deadly, viper vines (Pathfinder RPG Bestiary 2 279) make excellent guardians. A viper vine is usually grown in jungles or swamps.
Price 43,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 12 ranks, entangle, summon nature’s ally VII; Skill Check Knowledge (nature) DC 32
出典 Monster Hunter's Handbook 24ページ
You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.
前提条件:Craft (any) 1 rank or Heal 1 rank.
利益:You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.
Crafting Trophies
Although any character can take trophies from fallen creatures for cosmetic or roleplaying purposes, the following feats allow characters to derive functionality from items they salvage from monstrous corpses. These feats work similarly to item creation feats, except trophies are created using a single Craft or Heal check, they are nonmagical, and the benefits they provide are typically temporary. The DC of such a check is equal to 15 + the creature’s CR, and creating a trophy takes a number of minutes equal to the creature’s CR.
出典 Haunted Heroes Handbook 30ページ
You can use spiritual essence to craft magic items.
前提条件:Any one item creation feat or Craft (alchemy) 3 ranks.
利益:You can harvest the ectoplasmic remains of haunts, incorporeal undead, or the like to craft magic items. Whenever you encounter a recently neutralized haunt, the remains of an incorporeal undead creature, or the remains of a creature that has the ability to possess another creature using a racial spell-like ability or supernatural ability (such as a ghost or a shadow demon), you can attempt to extract material components from those remains that are suitable for crafting magic items. You must have access to an alchemist’s lab (Pathfinder RPG Ultimate Equipment 76) in order to extract components from a haunt or creature, and you must begin extracting these components within 10 minutes of the haunt or creature’s death or destruction. After 10 minutes, the components have degraded too much to be of any use to you.
Harvesting components with this feat can take several hours. Performing at least 1 minute of work extracting components from a haunt or creature prevents its material components from degrading further for 24 hours, allowing you to safely suspend and resume harvesting these components without fear of subsequent degradation. This ectoplasmic residue is portable once the extraction work begins, provided you have a vial to contain the source residue (the actual amount of residue is never much, physically, but the value of the components you can extract from the residue increases with the power of the original haunt or creature).
Each hour, attempt a Craft (alchemy) or a Knowledge (religion) check to successfully handle the residue and extract useful material. The DC for this check is equal to 15 + the CR of the haunt or creature being harvested. If you succeed at the check, you harvest 50 gp worth of components. If you fail the check by 4 or less, you can attempt to harvest those components again. If you fail the check by 5 or more, the residue spoils and you cannot scavenge any more from that particular source. A single source can yield an amount of components up to a maximum value of 50 gp per point of CR before it is depleted.
Material components harvested with Haunt Scavenger can be used in place of the material components of enchantment or necromancy spells and extracts, provided they are of equal or greater value compared to the spell’s normal material components. Additionally, they can be used in place of actual gold to fund the construction of a magic item with an enchantment or necromancy aura.
出典 Black Markets 12ページ
You can infuse a poison with a magical effect.
前提条件:Brew Potion, Craft (alchemy) 5 ranks, caster level 3rd.
利益:You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.
出典 Inner Sea Magic 16ページ
You can craft magical tattoos.
前提条件:Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 5th
利益:You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.
Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.
Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.
3.5 Material《Inscribe Rune》 (アイテム作成)
Inscribe Rune
出典 Pathfinder #5: Sins of the Saviors 57ページ
You can tattoo arcane runes upon your flesh or the flesh of others.
前提条件:Caster level 3rd.
利益:You can create runes. Inscribing a rune takes one day for each 1,000 gp in its base price. To inscribe a rune, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
出典 Heroes of Golarion 7ページ
Your crafting skill and the secret knowledge of your people allows you to create new wyrwoods.
前提条件:Craft Construct, Leadership, wyrwood.
利益:By completing a unique ritual, you can create a wyrwood. While you can use any Small wooden construct to create the base of a wyrwood, infusing it with life and consciousness requires a specific process. The process requires a flawless ioun stone worth at least 10,000 gp. For the ritual to succeed, you must spend 1 month in complete isolation with the construct that will become a wyrwood. Each week, you must succeed at a DC 30 Craft (carpentry) or Craft (sculpture) check. Failure requires you to start again, although the materials can be reused. Over this time, the construct reshapes itself around the ioun stone until it finds the form it will take permanently— thus even non-humanoid constructs become humanoid as they become wyrwoods. While wyrwoods are born as fully formed adults, they lack any skill or training, so they have only 1 level in the commoner class.
出典 Monster Hunter's Handbook 24ページ
You can weave pieces of beasts into your magic items.
前提条件:Craft Wondrous Item, Grisly Ornament, Harvest Parts.
利益:Whenever you use the Grisly Ornament feat, you are able to permanently integrate one ornament you have crafted using the harvested creature parts into a wondrous item. The ornament grants no ongoing benefits, but once per day you can activate an integrated ornament as a free action to gain its full benefits for 1 minute. You can integrate an ornament into a wondrous item (or replace an item’s existing ornament) by spending 8 hours of work and 100 gp × the creature’s CR.
出典 People of the Wastes 27ページ
Your magical creations are hardier than most.
前提条件:Craft Magic Arms and Armor, ability to cast make whole or mending.
利益:When you craft a magic weapon, magic armor, or magic shield, you can add a fortifying element to the item. This increases the item’s total construction cost by 10%. If it’s a weapon, when it becomes broken, the penalty to attack and damage rolls is reduced to –1 (this can never reduce a broken weapon’s penalty to attack and damage to 0 or a positive number). If it’s a suit of armor or a shield, when it becomes broken, the bonus it grants to AC is reduced by one-quarter, rounding down. Other drawbacks of the broken condition to weapons, armor, and shields still apply as normal. Normal: A broken weapon imposes a –2 penalty on attack and damage rolls. The bonus a broken suit of armor or a broken shield grants to AC is halved.
最終更新:2022年05月11日 21:15