状态
在冒险过程中,角色(有时候是它们的所有物)会受到会施加状态的能力或效果的影响。状态会以某些方是改变妳的存在状态。妳可能被恐惧紧扼或借由法术或魔法道具使自己更快速。有个状态是说当一个生物成功流失妳的血液或生命本源时,妳会怎么样;另一个状态则是某生物对妳的态度以及它会如何与妳互动。
状态是会持续的,当你受一个状态影响时,它的效果会一直持续,直到状态写出的持续时间结束为止,状态可以移除,或状态自己的条件致使状态结束。
Over the course of adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures’ attitudes toward you and how they interact with you. Conditions are persistent; when you’re affected by a condition, its effects last until the condition’s stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.
状态值(CONDITION VALUES)有些状态会有数字的值,这称为状态值,会出现在状态的后方。这数值会指出这状态给妳的加值或罚值。这些数值通常能被法术、技能或光靠等待削减。像这种数值如果降到0,这个状态就结束了。
如果妳被一个有数值的状态多次影响,妳只会应用最高的数值,但如果另一个状态的数值较低,但持续时间较长时,妳必须追踪两个状态的持续时间。举个例子,如果妳有持续两轮的迟缓2(slowed 2)状态,还有一个持续1分钟的迟缓1状态,那两轮后妳从迟缓2脱离,还要承受迟缓1状态8轮。
Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value might enumerate a bonus or penalty the condition gives you. These values can often be reduced by spells, skills, or simply waiting. If such a value is ever reduced to 0, the condition ends. If you’re affected by a condition with a value multiple times, you apply only the higher value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a slowed 2 condition that lasts 2 rounds and a slowed 1 condition that lasts for 1 minute, after 2 rounds you’d change from being slowed 2 to slowed 1 for the last 8 rounds of its duration.
冗余状态同一时间,同一状态妳只能有一个(数值不同的相同状态,在判定时被视为不同状态;请见状态值)。如果一个效果会施加一个妳已经拥有的状态,那妳现在
有的会是两者之间持续时间较长的那个状态。持续时间短的状态会立即终止,但因原始效果所带来的其他状态还是会持续。
举个例子,如果妳被一个怪物打到然后活力流失,这伤口令妳衰竭2(enfeebled 2)和措手不及,直到怪物下一回合结束。在那怪物下一回合结束之前,有个陷阱毒害了妳,令妳承受持续1分钟的衰弱2。在这种情况下,持续1分钟的衰弱2会取代来自怪物的衰弱2。妳会池受持续时间更长的衰弱2,但直到怪物下一回合结束之前,妳也一样保持措手不及。
任何能移除状态的能力会完全将其移除,无论状态值为何,或妳背影响了多少次。在上面的例子中,一个能移除衰弱状态的法术能帮你完全移除该状态,所以不需要用这法术移除两次。
You can have a given condition only once at a time (conditions with different values are considered different conditions for this purpose; see Condition Values). If an effect would impose a condition you’re already being affected by, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the
original, shorter-duration effect might continue. For example, let’s say you have been hit by a monster that drains your vitality; that wound causes you to be enfeebled 2 and flat-footed until the end of the monster’s next turn. Before the end of that creature’s next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster. You would continue to be enfeebled 2 for this longer duration, but you would still remain flat-footed only until the end of the monster’s next turn.
Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you’ve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldn’t need to remove it twice.
碾压状态有些状态可以碾压其他状态,这会写出来。所以被碾压状态的效果会被压制,直到碾压状态结束。被碾压状态的持续时间会持续流逝,所以有可能再被压制时就结束了。
Some conditions override others, as described in the condition. All effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition’s duration continues to elapse, and it might expire while suppressed.
抵销状态(COUNTERACTING CONDITIONS)有些效果会抵销状态、苦难(见P.324),和其他效果。当尝试抵销一个效果时,将效果的抵销等级以及你使用之能力的抵销等级进行对比。法术的抵销等级等于它的法术环级;见表格9-3(P.320)有关其它能力的抵销等级。如果妳能力的抵销等级比要抵销效果的抵销等级高,那你自动成功。如果妳能力的抵销等级和欲抵销效果的抵销等级相同或更低,那你必须通过使用相应的技能或能力来通过检定,对抗目标效果的DC。你的抵销等级每比目标的抵销等级低一,你要承受会积累的-5罚值。如果你的能力比欲抵销效果之抵销等级低4或更低,那么你自动失败。
抵销检定成功,则状态或效果会立即终止。
Some effects counteract conditions, afflictions (see page 324), and other effects. When attempting to counteract an effect, compare the counteract level of the effect with the counteract level of the ability you are using. A spell’s counteract level is equal to its spell level; see Table 9–3 (page 320) for the counteract levels of other abilities. If your ability has a higher counteract level than that of the effect to be counteracted, you automatically succeed. If your ability’s counteract level is the same as the effect’s counteract level or lower, you must succeed at a check using the relevant skill or ability against the DC of the target effect. You take a cumulative –5 penalty to this check for every level by which your ability’s counteract level is lower than the target’s. If your ability is 4 or more
counteract levels lower than that of the effect you are trying to counteract, your attempt automatically fails. On a successful counteract check, the condition or effect immediately ends.
耐受(BOLSTERED)有些法术和能力只能在一天内影响一个生物一次。如果有效果说明一名生物变得耐受,那重复使用该效果不会在该生物身上产生作用。举个例子,目盲术(blindness)说:「受术者会在对抗所有目盲术时会变得耐受。」对那个生物再次施放目盲术不会有任何效果。
除非有特别写出,一名生物只对该特定生物的特定能力保持耐受抵抗24小时。目盲术是个例外,无论谁对受术者施放目盲术,它都会使受术者耐受。耐受并不能阻止状态来源正在生效的效果。举个例子,如果有能力令妳惊惧(frightened)并使妳在对抗它时耐受─那么如果同个生物在本日用这能力针对妳,妳不会再次惊惧。
Some spells and abilities can’t affect a creature more than once in a day. If an effect says a creature becomes bolstered, repeated applications of that effect don’t do anything to the creature. For example, the blindness spell says, “The target is bolstered against all castings of blindness.” Casting blindness on that creature again would have no effect.
Unless otherwise stated, a creature remains bolstered for 24 hours against only that specific ability used by that specific creature. Blindness has an exception, bolstering the target against the spell no matter who casts it. Being bolstered doesn’t prevent ongoing effects of the source of the condition. For instance, if an ability makes you frightened and bolsters you against it, you don’t cease to be frightened due to becoming bolstered—you just don’t become frightened again if the same creature targets you with that ability later that day
更改动作(ALTERING ACTIONS)状态能够改变你回合中所能使用的动作个数,或你究竟能不能使用动作、反应动作或自由动作。举个例子,缓慢(slow)状态,会令你失去动作,而快捷(quick)则会给你动作。
这种形式中最严格的,就是一个状态说你不能动(act):这意味着你不能使用动作、行动、反应动作或自由动作。当你不能动的时候,你不能在你的回合内
重获妳的动作和反应动作。
Conditions can change the number of actions you can spend on your turn, or whether you can use actions, reactions, or free actions at all. The slow condition, for example, causes you to lose actions, while quick causes you to gain actions.
The most restrictive form of this is when a condition states that you can’t act: this means you can’t spend actions, activities, reactions, or free actions. When you can’t act, you don’t regain your actions and reaction on your turn.
速度削减(SPEED REDUCTION)有些状态会降低你某一或多种移动类型的速度。你的速度只能降低至5呎,除非特别写明其他情况。不同来源(像是来自盔甲和束缚[hampered]状态)对同个移动类型的速度削减会累计。
Some conditions reduce your Speed in one or more movement types. These can’t reduce your Speed below 5 feet unless stated otherwise. Speed reductions to the same movement type from different sources (such as from
armor and the hampered condition) are cumulative.
基础状态有些常常会出现在游戏中的状态会在这边详细说明。那些会导致独特状态的能力(像是法术),那状态的细节会写在那个能力里面。
The conditions defined here occur frequently in the game. Any other ability that causes a unique condition—such as a spell—details that condition within the ability itself.
增速(Accelerated)你的速度加快。增速后面都会有个数字,说明这个状态把你的移动速度加了多少(举个例子,增速10就是把你的速度提高10)。如果这个状态没有具体指出是增加妳那个移动类型的速度,那它就是增加所有移动类型,但它不会给你自己根本没有的移动类型。
Your Speed is increased. Accelerated is always followed by a number indicating how many feet the condition increases your movement Speed by (for example, accelerated 10 increases your Speed by 10 feet). If the condition doesn’t specify which of your movement types it applies to, it applies to all of them, but it doesn’t grant you any movement types that you don’t already have.
昏睡(Asleep)你不能动。还有,你陷入目盲以及措手不及状态,并且在AC和察觉上承受-4的状态罚值。你在必须进行的反射豁免上都会自动大失败。当你获得昏睡状态时,你会俯卧(fall prone)并且你会抛下(drop items)握住或挥舞着的东西,除非效果有说明其他情况,或是GM判定你现在的位置不会出现这种事。
如果你在昏睡时受到伤害,此状态会结束。如果你身在一位盟友的天然触及中,则该名盟友可以使用交互动作把你推或摇醒。如果你旁边有着吵杂的声响,在你回合开始时,你能以一个自由动作进行一个察觉检定,并且承受-4的环境罚值对抗噪音的DC(或如果不只一个噪音,那就对抗DC最小的那个),如果检定成功,那妳醒来。如果有生物想要保持安静,那就是隐匿(Stealth)DC。有些魔法效果会让你深深入眠,让你无法进行察觉检定。
You can’t act. Furthermore, you have the blinded and flat-footed conditions and take a –4 conditional penalty to AC and Perception. You critically fail all Reflex saves you must attempt. When you gain this condition, you fall prone and drop items you are holding or wielding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.
If you take damage while asleep, the condition ends. If you are within an ally’s natural reach, that ally can usually nudge or shake you awake with an Interact action. If there is loud noise going on around you, at the start of your turn you can attempt a Perception check
as a free action with a –4 circumstance penalty against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. For creatures attempting to stay quiet, this is a Stealth DC. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.
目盲(Blinded)你看不见。当目盲时,妳视所有地行为困难地形。其它所有生物与物体对你来说都是不可见(unseen,P.303)的,除非你成功一次搜查动作(Seek action)感知它们。对于完全依赖视觉的察觉检定,你会自动失败或大失败(看哪个更糟),而如果视觉是妳唯一精确的感官,你会在察觉检定上承受-1的状态罚值。你免疫视觉效果。目盲碾压目眩(dazzled)。
You can’t see. While blinded, you treat all terrain as difficult terrain. All other creatures and objects are unseen to you (see page 303) unless you succeed at a Seek action to sense them. You automatically fail or critically fail (whichever’s worse) Perception checks that are fully dependent on sight, and if vision is your only precise sense, you take a –4 conditional penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
破损(Broken)破损是一个影响物体的状态。一件破损的物体无法正常使用,也不能给予加值。如果携带、持握或穿戴这件物品,它仍会施加罚值以及限制。举个例子,一套盔甲仍旧会施加敏捷调整值上限(Dexterity modifier cap)、检定罚值等等。
破损盔甲是一个例外。它仍旧给予物品加值,但它也会依据盔甲的类型给你的AC状态罚值:破损轻甲-1、破损中甲-2、破损重甲-3。
Broken is a condition that affects objects. A broken object can’t be used for its normal function, nor does it grant bonuses. It still imposes the penalties and limitations normally incurred by carrying, holding, or wearing it. For example, a suit of armor would still impose its Dexterity modifier cap, check penalty, and so forth. Broken armor is an exception. It still grants its item bonuses, but also gives you a conditional penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.
隐蔽(Concealed)如果你对一个生物来说是隐蔽的,像是身处在浓浓的雾里,对该生物来说妳难以看见,但并非不可见(unseen)。如果该生物想要攻击你或使用法术或效果定位你,那必须要通过DC5的裸骰检定,除那是区域效果。如果检定失败,则攻击、法术或效果会失误并且无效。更多有关隐蔽的资讯,请见P.302。
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see, but you are not unseen. A creature that you’re concealed from must succeed at a DC 5 flat check when making an attack against you or targeting you with a spell or effect, unless the attack is an area effect. If the check fails, the attack, spell, or effect misses with no effect. For more information on being concealed, see page 302.
困惑(Confused)妳让失了自身的才智,你的行动变得鲁莽。你无法使用反应动作,也不能延迟(Delay)或准备(Ready)。每到你的回合,你必须使用你的动作,去攻击从上一回合开始算起,最近攻击你的生物。GM可以要你使用动作抽出武器、移动到该生物位于你触及范围等等诸如此类,只要该动作有助于你攻击那名生物。
如果从你上一回合到现在都没有生物攻击你,投1d4。出1,你必须把你的回合拿来进行攻击最靠近你的生物。出2,你必须攻击你自己,攻击会自动造成正常伤害,然后也不能做其他动作了。出3,你只能无意义的喃喃自语。出4,妳正常行动。
You don’t have your wits about you, and you act rashly. You can’t use reactions, nor can you Delay or Ready. On each of your turns, you must use your actions to attack the creature that attacked you most recently since your last turn. The GM might allow you to use actions to draw a weapon, move so the creature is in reach, and so forth, as long as the actions lead up to you attacking as required.
If no creature attacked you since your last turn, roll 1d4. On a 1, you must spend your turn attempting to attack the nearest creature to you. On a 2, you must attack yourself once, hitting automatically for your normal damage, and use no further actions. On a 3, you must do nothing but babble incoherently. On a 4, you can act normally.
目眩(Dazzled)你的眼睛承受过度的刺激。如果视力是妳唯一的精确感官,那所有生物和物体对你来说都是隐蔽的。
Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
死亡(Dead)
你没办法活下去了。你不能行动也不会被针对生物(除非法术就是要针对死亡的生物)的法术所影响,在判定其他目的时,妳被视为一件物体。当你获得死亡状态,你会变为0HP,不论你本来有多少HP,只要你还死著,你的HP就不可能高于0。
You are no longer alive. You can’t act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you count as an object. When you gain the dead condition, you go to 0 HP if you had a different amount, and you can’t be brought above 0 HP as long as you remain dead.
耳聋(Deafened)你听不见。在基于声音的察觉检定中,你会自动失败或大失败(看哪个更糟)。你会在涉及声音但也依赖其他感官,为了先攻以及技能检定的察觉检定上承受-2状态罚值。 如果你进行一个涉及到声音元素的动作,你必须通过DC5的裸投检定,否则该动作会失败;在使用了动作之后但在任何效果发生之前进行该检定。你免疫声音的效果。
Deafened
You can’t hear. You automatically fail or critically fail (whichever’s worse) Perception checks based on sound. You take a –2 conditional penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that involves auditory elements, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the
action but before any effects are applied. You are immune to auditory effects.
流失(Drained)当一个生物成功使你的血液或某些生命本质的东西流失时,你会失去健康。流失都会有一个数值。在强韧豁免以及基于体值的检定上,你会承受等于流失数值的状态罚值。你也会失去你等级(最小为1)乘以流失数值的生命值和最大生命值。举个例子,如果妳被会造成流失3的效果击中,然后你是3级角色,你会失去9点生命值,最大生命值也会下降9点。这样失去生命值并不算受到伤害。
在大多数的情况下,流失状态能以缓慢的速率自然痊癒。每一天,当你借由休息重获生命值时,你的流失值会减1。这会增加你的最大生命值,但妳不会立即恢复失去的生命值。当流失值被降到0时,此状态消失。
Drained
When a creature successfully drains you of blood or some other life force, you become less healthy. Drained always includes a value. You take a conditional penalty equal to the value on Fortitude saves and Constitutionbased checks. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit with an effect that inflicts drained 3 and you’re a 3rd-level character,
you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as
taking damage.
In most cases, the drained condition heals naturally at a slow rate. Each day, when you regain Hit Points by resting, your drained value is reduced by 1. This increases your maximum Hit Points, but you don’t immediately recover
the lost Hit Points. When the drained value reaches 0, you no longer have this condition.
濒死(Dying)妳因流失大量鲜血或其他原因,来到冥府之门前。濒死都会带有数值,而如果濒死值到4,那你就死了。如果妳濒死,因昏迷状态进行的复苏豁免检定能判定你会变好还是更糟(见P.295)。如果妳拥有1点HP,并且有意识 ,你的濒死状态会在每轮你的回合结束时减1。
Dying
You are bleeding out or otherwise at death’s door. Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, the recovery saving throws from the unconscious condition determine whether you get better or worse (see page 295). If you have 1 HP or more and are conscious, your dying condition decreases by 1 at the end of your turn each round.
过载(Encumbered)你揹了太多东西,超出你能负担的极限。如果妳过载了,你的速度降低10呎,速度最慢到5呎。你有的移动类型都会受到影响。你的盔甲检定罚值也会+2,如果妳未著甲,那换成在检定上承受-2罚值。
Encumbered
You are carrying more weight than you can manage. If you’re encumbered, decrease your Speed by 10 feet, to a minimum of 5 feet. This applies to every movement type you have. You also increase your armor’s check penalty by 2, or take a –2 check penalty if you’re unarmored.
衰弱(Enervated)衰弱让你活力尽失,彷彿妳辛苦得来的经验流失殆尽。衰弱会有数值。妳在那些包含熟练调整值的检定中,须承受等于衰弱值的状态罚值。这种罚值不会超过你的等级,就算衰弱数值比你等级还高。举个例子,如果妳在3级时承受衰弱4状态,那你只会有-3的罚值。
此外,在决定你可以施放什么法术,以及你可以使用什么能力时,你的等级被视为减去你的衰弱值(最小1等)。这只应用在妳从专长还有职业特性以及唯有那些需求等级前置获得的动作、行动、自由动作以及反应动作上。你不会失去准备好的法术,但你只能施放衰弱状态所允许之法术。如果衰弱值相应的下降,那你会重获使用它们的权利。
每一天,妳都可以进行一次强韧检定,来降低你的衰弱值1点(如果大成功,则为2点)。DC就是让你进入衰弱状态的效果的DC。如果有多重效果使你衰弱,那么就从中选择DC最高的,当作你要从衰弱中恢复过来的每日检定DC。你也可以使用一天休整期来训练,自动降低1点衰弱值(此外,还有每天都可以进行一次用来降低衰弱值得豁免检定)。
Enervation makes you less competent, as though your hardearned experience had drained away. Enervated always includes a value. You take a conditional penalty equal to your enervated value on checks that include a proficiency modifier. The penalty can’t exceed your level, even if the enervated value is greater. For example, if you become enervated 4 and were level 3, you’d take only a –3 penalty.
In addition, you treat your level as though it were lowered by your enervated value (to a minimum of 1st level) when determining which spells you can cast and which abilities you can use. This applies only to actions, activities, free actions, and reactions you gained from feats and class features, and only those that have a level prerequisite. You don’t lose your prepared spells, but you
can’t cast those that are higher level than the enervated condition allows. You regain access to them if your enervated value is sufficiently reduced.
Every day you can attempt a Fortitude save to reduce your enervated value by 1 (or 2 on a critical success). The DC is the same as that of the effect that enervated you. If multiple effects enervated you, use the highest DC for your daily checks to recover from enervated. You can also spend a day of downtime training to reduce your enervated value by 1 automatically (in addition to attempting one save for that day to reduce your enervated value).
衰竭(enfeebled)你的身体崩塌。衰竭会伴随数值。当你衰竭时,你会在攻击骰、伤害骰,还有基于力量的检定上承受等同衰竭值得状态罚值。
You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a conditional penalty equal to the enfeebled value on attack rolls, damage rolls, and Strength-based checks.
纠缠(Entangled)有个圈套或是诱捕效果令你无法进行。你获得束缚10(见状态)。如果你想在被纠缠时进行动作、行动、自由动作或反应动作,妳必须通过DC5的裸投检定
,否则动作遗失;进行检定是在使用动作之后,但是在任何效果发生之前。
A snare or another entrapping effect holds you back. You’re hampered 10 (see the condition). If you attempt a manipulate action, activity, free action, or reaction while entangled, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.
迷魂(Fascinated)妳被强迫专注在某件事物上,这转移妳对周遭发生的事情的注意力。妳在察觉以及技能检定上承受-2状态罚值,并且妳不能使用带有专注特性的动作、行动、自由动作或反应动作,除非它或它们预期的结果跟妳迷魂的对象有关(这由GM判定)。举个例子,妳或许能够对目标进行搜寻(Seek)或回忆知识(Recall Knowledge),但不能对它放魔法飞弹(magic missile)。如果该生物对妳或妳的盟友进行带有敌意的行为,此状态结束。
You are compelled to focus your attention on something, which distracts you from other things going on around you. You take a –2 conditional penalty to Perception and skill checks, and you can’t use actions, activities, free actions, or reactions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but not cast magic missile. This condition ends if creatures act in a hostile fashion toward you or your allies.
疲乏(Fatigued)妳很疲惫,消耗精力让妳的情况变得更遭。妳获得束缚5(见P.323)。妳在AC和豁免检定上承受-1的状态罚值;在同场遭遇中,妳每使用一个动作,就会增加1点罚值,直到妳下一回合开始。举个例子,如果你在回合中使用迈步(Stride)动作以及两个击打(Strike)动作,状态罚值会增加3,变成-4,到妳下一回合的开始会变回-1。罚值会在你使用的每个动作后增加,所以如果妳因使用的第一个动作,触发了以反应动作进行的一次攻击,妳在对抗此攻击的AC上承受-2罚值。
如果妳在探索模式中疲乏,妳只能选择徘徊(wandering)作为策略(tactic)。
通过一整晚的休息(8小时),妳能从疲乏状态中恢复。
You’re tired, and expending energy makes you worse off. You’re hampered 5 (see page 323). You take a –1 conditional penalty to AC and saving throws; each action you use during an encounter increases the penalty by 1 until the start of your next turn. For example, if you use 1 Stride action and 2 Strike actions on your turn, the conditional penalty would increase by 3 to a –4 penalty, which would reset to –1 at the start of your next turn. The penalty increases after each action you spend, so if you triggered an attack as a reaction to the first action you used, you’d take a –2 conditional penalty to AC against that attack.
If you’re fatigued in exploration mode, you can’t choose any tactic other than wandering.
You recover from fatigue with a full night’s rest (8 hours).
措手不及(Flat-Footed)妳无法全心全意的防御。妳在AC上承受-2环境罚值。
You’re unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.
逃避(Fleeing)因为恐惧或其他胁迫,妳被迫逃跑。在妳的回合,妳必须使用所有动作,尽全力尝试逃避状态的来源(像是使用移动动作,借由攀爬或飞行进行逃避,或打开阻碍妳逃跑的门)。这个来源通常是给妳此状态的施法者或效果,但有些效果可能会定义其他东西才是妳必须逃避的来源。妳在逃避时不能延迟或准备。
You’re forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions like Climbing or Flying to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source from which you must flee. You can’t Delay or Ready while fleeing.
友善(Friendly)此状态只影响那些非玩家角色的生物。这个态度会反映生物对应用此状态的角色的性情。对一名角色友善的生物,就是喜爱该名角色。角色能对友善生物进行一个要求(Request),而友善生物通常会同意一个简单且安全,不会付出太多代价的要求。此名角色在对该友善生物进行说谎(Lie)、留下印象(Make an Impression on)或要求(Request)某件物品时的检定获得+2环境加值。如果利用此状态的角色(或该名角色的盟友)对该名生物做出带有敌意的行为,此状态结束。
This condition affects only creatures that are not player characters. This attitude reflects a creature’s disposition toward the character who applied the condition. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill. A character gains a +2 circumstance bonus to Lie, to Make an Impression on, or Request things from a friendly creature. This condition ends if the character who applied the condition (or the allies of that character) acts in a hostile fashion toward the creature.
惊惧(Frightened)妳被恐惧索擒获,尽全力控制住自己。惊惧状态会有数值。妳在个人检定以及豁免检定上承受等于该数值的状态罚值。除非特别写明,不然妳每回合结束时,妳惊惧状态的数值都会减少1。
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a conditional penalty equal to this value to your checks and saving throws. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
擒抱(Grabbed)妳被另一个生物固定,这令妳固定(immobile)并且措手不及(flat-footed)。如果妳要在擒抱状态时进行一个动作、行动、自由动作或反应动作,妳必须通过DC5的裸投检定,否则动作遗失;这个检定在使用动作之后,但在任何效果生效之前。
You’re held in place by another creature, making you immobile and flat-footed. If you attempt a manipulate action, activity, free action, or reaction while grabbed, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.
束缚(Hampered)妳的速度被降低了。束缚总会带有一个数值,告知妳的速度被降低了多少。本状态最多将妳的速度降低至5呎。如果本状态没有具体说明是减少妳每个移动类型的速度,那就是减少所有的移动类型的速度。妳可以同时拥有增速(Accelerated)以及束缚(Hampered)状态,所以如果妳拥有增速10和束缚15,那妳的速度会被削减5。
Your Speed is reduced. Hampered is always followed by a number indicating by how many feet the condition reduces your Speed. This condition can’t reduce your Speed below 5 feet. If the condition doesn’t specify which of your movement types it applies to, it applies to all of them. You can have both the accelerated and hampered conditions at the same time, so if you were accelerated 10 and hampered 15, your Speed would be reduced by 5 feet.
乐于帮助(Helpful)本状态只会影响不是玩家角色的生物。这个态度会反映生物对应用此状态的角色的性情。一个对一名角色有着乐于帮助状态的生物,会想要积极的帮助该角色。它会同意该角色合理的要求(Requests),只要这些要求不是以该生物的目标或生活品质为代价。进行欺瞒(Deception)检定去对乐于帮助的生物说谎(Lie)的角色,会获得+4的环境加值。如果利用此状态的角色(或该名角色的盟友)对该名生物做出带有敌意的行为,此状态结束,并且该生物会依据敌意行为的严重性而获得更糟的态度状态。
This condition affects only creatures that aren’t player characters. This attitude reflects a creature’s disposition toward the character who applied the condition. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life. A character gains a +4 circumstance bonus to Deception checks to Lie to the helpful creature. This condition ends if the character who applied the condition (or the allies of that character) acts in a hostile fashion toward the creature, and the creature could gain a worse attitude condition depending on the severity of the hostile act.
敌意(Hostile)本状态只会影响不是玩家角色的生物。这个态度会反映生物对应用此状态的角色的性情。一个对一名角色有着敌意状态的生物,会积极的试图伤害该角色。不一定是攻击,但它不会答应该角色的要求(Requests)。对该敌意生物进行留下印象(Make an Impression)以及说谎(Lie)动作的角色,会承受-4罚值。
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is hostile to a character actively seeks to harm the character. It doesn’t necessarily attack, but it won’t accept Requests from the character. A character takes a –4 penalty to Make an Impression and Lie actions against a creature hostile to them.
固定(Immobile)妳无法使用有着移动特征的任何动作、行动、自由动作或反应动作。如果有外部力量试图把你移开当前的位置,那股力量必须跟使妳固定之效果的DC,或固定妳的怪物的相关防御(通常是强韧DC)进行检定,看是哪种情况。
You can’t use any action, activity, free action, or reaction that has the move trait. If an external force would move you out of your space, it must succeed at a check against either the DC of the effect rooting you or the relevant defense (usually Fortitude DC) of a monster rooting you, as appropriate.
冷漠(Indifferent)本状态只会影响不是玩家角色的生物。这个态度会反映生物对应用此状态的角色的性情。对角色持冷漠态度的生物完全不在乎该名角色。规则假定生物的态度是冷漠,除非有特别写明。
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is indifferent to a character doesn’t really care one way or the other about the character. The rules assume a creature’s attitude is indifferent unless specified otherwise.
麻痺(Paralyzed)妳的身体凝固了。妳获得措手不及状态并且除了回忆知识(Recall Knowledge)以及那些只需要心灵活动的行为(由GM判断)外,妳不能动了。
Your body is frozen in place. You have the flat-footed condition and can’t act except to Recall Knowledge and act in other ways that require only the use of your mind (as determined by the GM).
持续伤害(Persistent Damage)持续伤害来自像是酸液或灼烧这样的地方,会以「X 持续伤害 [类型] 伤害」呈现,「X」代表的是伤害数值,而「类型」代表的是伤害类型。受到持续伤害的时候,在妳每一回合结束时,妳可以进行一次DC20的裸骰检定,来移除持续伤害。妳每次收到持续伤害时妳都要投伤害骰。免疫、抗力和弱点能应用在持续伤害上。如果有个效果,能立即造成伤害并且还能造成持续伤害,如果妳能把余下伤害无效,那妳就不会受到持续伤害的影响。
举个例子,如果有个攻击,它能造成挥砍伤害,还会造成持续的流血伤害,如果妳把所有挥砍伤害档掉,那妳也不会受到持续的流血伤害。
妳可以同时受多个持续伤害状态影响,只要他们的伤害类型不同。如果有多个相同伤害类型的持续伤害影响妳,伤害值较高的那个会辗压其他数值低的。所有持续伤害的类型是同时发生的,所以如果在你受伤时触发了什么,那也只会触发一次。
持续伤害拥有流血类型,这意味着它只会影响需要鲜血好存活的活物。
如果妳被治疗恢复到最大生命值,那流血自动结束。
妳或著一名盟友,可以使用动作协助妳从持续伤害中恢复,像是施放医疗法术,或使用医学(Medicine)来进行急救(Administer First Aid)对抗流血,扑灭火焰或是洗净酸液;这么做会让该状态的裸骰检定DC降成15,并且通常会让妳立刻进行一次额外的裸骰检定让妳结束这持续伤害。这DC的降低会持续到妳移除了持续伤害,或是获得同样伤害类型的另一个持续伤害状态。
Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll
the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage.
For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.
Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.
You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.
石化(Petrified)妳被变成石头了。妳不能动了,并且妳获得目盲和耳聋状态。妳变成一件拥有负载(Bulk)的物体,其负载是妳正常负载的两倍(石化的中体型生物通常是16,石化的小体型生物通常是8),AC 9、TAC 5,还有硬度 8。这种状况下,妳在陷入破损(见P,320)状态前,能承受的伤痕(Dent)数等于1+妳的体质调整值(最小为1)。当妳变回血肉之躯时,妳的HP会等于转化成雕像前的HP,并扣除妳在变为雕像时所受到的伤痕数(1伤痕扣5点HP)。这最多只能把妳的HP削减到1,而如果妳变成雕像时进入破损状态,妳会变回来并且HP变成1。如果雕像是被完全摧毁,妳立即死去。
You have been turned to stone. You can’t act and you have the blinded and deafened conditions. You become an object with a Bulk equal to twice your normal Bulk (typically 16 for a petrified Medium creature or 8 for a petrified Small creature), AC 9, TAC 5, and Hardness 8. In this state, you can take a number of Dents equal to 1 plus your Constitution modifier (minimum 1) before being broken (see page 320). When you’re turned back into flesh, you have as many HP as when you turned into a statue minus 5 HP for every Dent your statue had taken.
This can’t reduce you below a minimum of 1 HP, and if your statue was broken you return with exactly 1 HP. If the statue is completely destroyed, you immediately die.
俯卧(Prone)妳倒在地上。妳在攻击骰上承受-2环境罚值,但在对抗远程攻击的AC上获得+1加值。妳对近战攻击措手不及。妳在俯卧时能使用的移动动作是爬行(Crawl)和站立(Stand)。站起来,俯卧状态就结束了。如果你是在飞行或攀爬是被击至俯卧,妳不俯卧,会转而变成坠落(见P.310的坠落规则)。妳在游泳时不会被击至俯卧,除非你沉没到水体的底部。
You’re lying on the ground. You take a –2 circumstance penalty to attack rolls but gain a +1 circumstance bonus to AC against ranged attacks. You’re flat-footed against melee attacks. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition.
If you’re Climbing or Flying when you would be knocked prone, you fall instead (see page 310 for the rules on falling). You can’t be knocked prone when Swimming unless you sink to the bottom of a body of water.
快捷(Quick)妳在每一轮妳的回合开始时,获得一个额外动作。有许多效果会具体指出哪些动作类型是妳可以使用的额外动作。如果你从数个来源中获得了快捷状态,给你的额外动作可用来执行所有快捷状态提供的单动作中的任一个。
You gain 1 additional action at the start of your turn each round. Many effects that make you quick specify the types of actions you can use with this additional action. If you become quick from multiple sources, you can use the extra action granted to use any single action granted by any of the effects that made you quick.
拘束(Restrained)妳被绑缚,所以你几乎不能动,或是妳被一个生物压制(pinne)住了。妳获得固定以及措手不及状态,并且妳无法做出任何攻击,或是进行没有破坏擒抱(Break Grapple)或脱逃(Escape)特征的行动。拘束状态会辗压擒抱(grabbed)。
You’re tied up so you can barely move or a creature has you pinned. You have the immobile and flat-footed conditions, and you can’t do anything with the attack or manipulate traits except Break Grapple or Escape. The restrained condition overrides grabbed.
模糊感应(Sensed)当妳对一个生物来说不可见(unseen,见下),但该生物又设法判定出妳的位置时(通常是搜寻动作成功),妳变得(Sensed)。(Sensed)妳的生物对妳来说依然措手不及,但它可以定位并且击打(Strike)妳,或是使用能针对独立个体的动作,虽然它需要通过DC11的裸骰检定,不然该动作不会影响到妳。
You become sensed when you were unseen by a creature (see below) but that creature has managed to determine the space you’re in (usually by succeeding at the Seek action). A creature who has sensed you is flat-footed to you but can target you with a Strike or another action that targets individuals, though it must succeed at a DC 11 flat check or the action fails to affect you.
恶心(Sick)妳感到身体不适。恶心都有一个数值。妳会在所有检定上承受与恶心值相等的状态罚值。妳在恶心时,无法自愿摄入(包含药水)任何东西。妳可以使用动作呕吐尝试恢复,这能让妳进行一次强韧豁免检定,对抗让妳恶心的效果的DC。如果成功,妳的恶心值会降低1(如果大成功,降低2)。
You feel ill. Sick always includes a value. You take a conditional penalty equal to this value on all your checks. You can’t willingly ingest anything (including potions) while sick.
You can spend an action retching in an attempt to recover, which lets you attempt a Fortitude save against the DC of the effect that made you sick. On a success, you reduce your sickness value by 1 (or by 2 on a critical success).
缓慢(Slowed)妳能够使用的动作变少了。缓慢会有一个数值。当妳在回合开始重获动作时,把能做的动作数减去缓慢值。在缓慢时妳无法准备一个动作。如果妳是在妳回合中变缓慢,妳不会失去任何动作,直到妳下一回合开始时。
You can spend fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce that number of actions by your slowed value. You can’t Ready an action when you’re slowed. If you become slowed during your turn, you don’t lose any actions until the start of your next turn.
迟钝(Sluggish)妳的行动变的既笨拙又不准确。迟钝会有一个数值。当你迟钝时,妳会在AC、攻击骰、基于敏捷的检定以及反射豁免检定上承受等于迟钝值的状态罚值。
Your movements become clumsy and inexact. Sluggish always includes a value. When you are sluggish, you take a conditional penalty to AC, attack rolls, Dexterity-based checks, and Reflex saves equal to the condition’s value.
震慑(Stunned)妳的身体反应迟钝。妳不能动了。
Your body is unresponsive. You can’t act.
呆滞(Stupefied)妳的思维和本能陷入朦胧。呆滞会有一个数值。妳在法术骰;法术DC以及基于智力、感知和魅力的检定上,承受与呆滞值相等的状态罚值。当妳在呆滞时试图施法时,法术会被中断(disrupted),除非妳在法术骰对抗给予妳呆滞状态效果的DC上成功。
Your thoughts and instincts are clouded. Stupefied always includes a value. You take a conditional penalty equal to the value on spell rolls; spell DCs; and Intelligence-, Wisdom-, and Charisma-based checks. Anytime you attempt to cast a spell while stupefied, the spell is disrupted unless you succeed at a spell roll against the DC of the effect that gave you the stupefied condition.
昏迷(Unconscious)妳被击倒了。妳不能动了,并且妳获得目盲、耳聋和措手不及状态,并且妳在AC上承受-4的状态罚值。当妳获得此状态,妳会陷入俯卧,而妳会抛下挥舞或持握的物品,除非效果有写明其他情况,或是妳的GM判断妳现在的位置不可能让妳这么做。妳必须在妳每回合开始时进行复苏豁免检定(P.295)。
You’ve been knocked out. You can’t act, and you have the blinded, deafened, and flat-footed conditions, and you take a –4 conditional penalty to AC. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t. You must attempt a recovery saving throw (see page 295) at the start of each of your turns.
不友善(Unfriendly)本状态只会影响不是玩家角色的生物。这个态度会反映生物对应用此状态的角色的性情。对角色不友善的生物会讨厌,并且特别不信任该角色。该生物不会答应该角色的要求(Requests)。该角色对该不友善生物说谎(Lie)以及留下印象(Make an Impression)时,会承受-2环境罚值。
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The creature won’t accept Requests from the character. A character takes a –2 circumstance penalty to Lie and Make an Impression actions against an unfriendly creature.
不可见(Unseen)当妳对一个生物来说是不可见时,那该名生物完全看不到妳,对妳在哪个地方一无所知,并且无法针对(targeted)妳攻击,也无法对妳使用针对性(targeted)的法术与效果,但妳仍旧会被区域效果影响。
生物可以试着猜测妳在哪个地方,试图定位妳,这在P.303有详细写出来。当妳对一个生物来说不可见时,该生物对妳来说都是措手不及。生物可以使用搜寻(Seek)动作试着把妳找出来。如果成功,则妳对于它不在是不可见,而是(sensed)。
When you are unseen by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you with attacks or targeted spells and effects, though you still can be affected by area effects. The creature can attempt to guess which square you’re in to try targeting you, as detailed on page 303. When you’re unseen by a creature, that creature is flat-footed to you. A creature can use the Seek action to try to find you. If it succeeds, you cease to be unseen by it and are sensed instead.