作者 主题: 【StarFinder CRB】基础职业:使节(Envoy)  (阅读 15727 次)

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【StarFinder CRB】基础职业:使节(Envoy)
« 于: 2017-08-20, 周日 10:37:08 »
使节 Envoy

你靠着你的招牌笑容、机灵智巧、求生本能以及哄别人替你做事的能力纵横星海。你可能是个奇策士、骗徒或诈欺师,你也可能以演艺、外交或经商为业,透过如簧巧舌以及偶尔的卑鄙阴招在谈判中取得优势。

你通常会是队伍里的战术家,用你的机智及决断力把朋友们推向更高的层次。你也可能长于交涉,担当星舰船员的代表、用话术闯入禁区星系或是会见当地的政客或军阀。

每等级耐力(Stamina):6+体质调整值
每等级生命值(Hit Points):6

关键属性 Key Ability Score
 你的魅力对社交场合有所助益,同时也会增强某些急智的效果,所以魅力是你的关键属性。高敏捷会强化你的远程战力,高智力会提升你的技能。

本职技能 Class Skill
  每等及技能点:8+智力调整值

  特技(敏捷),运动(力量),唬骗(魅力),电脑(智力),文化(智力),交涉(魅力),伪装(魅力),工程学(智力),威吓(魅力),医疗(智力),察觉(感知),驾驶(敏捷),专业(魅力,智力或感知),察言观色(感知),巧手(敏捷),隐匿(敏捷)

武器与护甲擅长 Proficiencies
  护甲擅长:使节擅长轻型护甲
  武器擅长:使节擅长基础(Basic)近战武器,手枪(Small Arms)与手榴弹(Grenades)

引用
等级基本攻击加值强韧豁免反射豁免意志豁免职业能力
1+0+0+2+2使节急智,专家(1d6),专门技能
2+1+0+3+3使节急智
3+2+1+3+3专家天赋,武器专精
4+3+1+4+4使节急智
5+3+1+4+4专家(1d6+1),专门技能
6+4+2+5+5使节急智
7+5+2+5+5专家天赋
8+6+2+6+6使节急智
9+6+3+6+6专家(1d6+2),专门技能
10+7+3+7+7使节急智
11+8+3+7+7专家天赋
12+9+4+8+8使节急智
13+9 +4+8+8专家(1d8+2),专门技能
14+10+4+9+9使节急智
15+11+5+9+9专家天赋
16+12+5+10+10使节急智
17+12+5+10+10专家(1d8+3),专门技能
18+13+6+11+11使节急智
19+14+6+11+11专家天赋
20+15+6+12+12使节急智,专家(1d8+4),专业权威


【1级】使节急智 Envoy Improvisation
 随着资历渐长,你学会了使节急智─透过诈术、鼓舞或强运来强化友军、迷惑敌人或改变战斗风向的小伎俩。你在1级时习得第一个使节急智,并在2级和之后每2级时习得新急智,使节急智列表见下。
 除非另外注明,向队友施加效果的急智不能影响使节本人。若某个急智允许豁免骰或迫使敌人进行技能检定,则DC为10+使节等级的一半+你的魅力调整值。
 部分使节急智依赖语言影响心灵依赖感官或以上的任意组合,关键字的定义见战术规则。


【1级】专家 Expertise(Ex)
 你擅长使用技能化解难题,无论它是社交方面的还是其他情况。。1级起,当你进行察言观色检定时,你可以掷1d6(你的专家骰)并将骰值作为洞察加值加入检定结果。你必须至少持有1点决心点数(Resolve Point)才可以使用这个及其他专家能力。5级起,每当你投专家骰时,你获得+1加值。9级、17级和20级时,此加值会再成长1。13级起,你的专家骰从1d6变成1d8。
 自9级开始,你对于技能的专业知识更加成长。每个有效技能每日一次,当你要为某个你持有技能专攻(Skill Focus)专长的技能投专家骰时,该专家骰可以双骰取高。


【1级】专门技能 Skill Expertise(Ex)
 1级以及之后每4级时,你可以在一个新的本职技能上使用专家能力。要选择某个技能,该技能必须至少有1点,且为下列技能其中之一:唬骗(魅力),电脑(智力),文化(智力),交涉(魅力),伪装(魅力),工程学(智力),威吓(魅力),医疗(智力)。


【3级】专家天赋 Expertise Talent
 3级以及之后每4级时,你习得一个专家天赋,影响某个受专业能力影响的技能的效果,或是提供该技能新的使用方式。专家天赋列表见下。


【3级】武器专精 Weapon Specialization(Ex)
 对于每一个你因为本职业而擅长的武器类型(Weapon Type),你都对其获得武器专精专长作为奖励专长。


【20级】专业权威 True Expertise(Ex)
 你完全掌握了某个使节急智,运用起来就像呼吸一样自然。当你获得此能力时,选择一项可以消耗决心点数(Resolve Point)来产生效果的已知急智。
 当你至少持有1点决心点数时,发动该急智的效果时不需要消耗决心点数。这个能力对需要消耗大于1点决心点数的急智无效。
 此外,当你投专家骰时,你可以掷2d8来替代1d8+4。如果因为某些缘由,你的专家骰并不是1d8+4,则你不能使用此效果。

原文:
剧透 -   :
ENVOY IMPROVISATION 1st Level
As you gain experience, you learn envoy improvisations-little
tricks that bolster allies, confound enemies, or change the ebb
and flow of battle using guile, inspiration, or luck. You learn your
first envoy improvisation at 1st level, and you learn an additional
improvisation at 2nd level and every 2 levels thereafter. The list of
envoy improvisations appears on page 62.
If an improvisation allows you to grant an effect to an ally, you
cannot grant yourself that effect unless the improvisation states
otherwise. If an envoy improvisation allows a saving throw to resist
its effects or requires an enemy to attempt a skill check, the DC is
equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent, mindaffecting,
sense-dependent, orsome combination of any or all of
these. These terms are defined on page 270.

EXPERTISE (EX) 1st Level
You are an expert at dealing with challenges that test your skills,
be the challengesocial or otherwise. At 1st level, when attempting
a Sense Motive check, you can roll 1d6 (your expertise die) and
add the result of the roll to your check as an insight bonus. You
can use this and other expertise abilities as long as you have at
least 1 Resolve Point remaining. At 5th level, anytime you roll your
expertise die, you gain a + 1 bonus to the result. At 9th, 17th, and
20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as
your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with
skills to which you can add your expertise die that you have also
selected with the Skill Focus feat. For each such skill, once per day
when rolling your expertise die to add to that skill, you may roll the
expertise die twice and take the better of the two results.

SKILL EXPERTISE (EX) 1st Level
At 1st level and every 4 levels thereafter, you can use expertise
with one additional class skill. You must have at least 1 rank in
a skill to select it, and it must come from the following list: Bluff
(Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise
(Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
EXPERTISE TALENT 3rd Level
At 3rd level and every 4 levels thereafter, you choose an
expertise talent, which gives you an extra option when using a
skill with which you have expertise. The list of expertise talents
appears on pages 269-270.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for
each weapon type with which this class grants you proficiency.

TRUE EXPERTISE (EX) 20th Level
You gain total mastery over one of your envoy improvisations
and can use it with but a thought. When you gain this ability,
choose one improvisation you know that has an effect when
you spend 1 Resolve Point.
As long as you have at least 1 Resolve Point remaining,
you can gain the improvisation's effect without spending the
Resolve Point. This ability has no benefit if the improvisation
requires more than 1 Resolve Point.
In addition, when you roll your expertise die, you can add
2d8 rather than 1d8+4 to the result of your skill check. If, for
some reason, your bonus gained from expertise isn't 1d8+4, you
can't use this option.
« 上次编辑: 2017-11-19, 周日 15:04:15 由 傻豆 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #1 于: 2017-08-20, 周日 10:37:56 »
使节急智 Envoy Improvisation
 你在1级时习得第一个使节急智,并在2级和之后每2级时习得新急智。许多急智有最低使节等级需求,下表将照其排列。部分急智有其他的先决条件,像是另一个急智。

【1级】
剧透 -   :
机智虚招 Clever Feint(Ex)依赖感官
 以一个标准动作,你可以哄骗一个60呎内的一个敌人使他门户洞开。进行一个DC与使用虚招时相同的唬骗检定(但这不是正常的虚招检定,精通虚招与高等虚招无效)。即使失败,直到你的下个回合结束以前,该敌人对于你的攻击措手不及。成功时,直到你的下个回合结束以前,该敌人对你的友军的攻击也措手不及。
 6级起,你可以消耗1点决心点数来将一个使用机智虚招时失败的唬骗检定视为成功。

挫志嘲讽 Dispiriting Taunt(Ex)依赖语言、影响心灵、依赖感官
 以一个标准动作,你可以嘲讽一个60呎内的一个敌人。进行一个DC与使用挫败士气(demoralize)时相同的威吓检定(但这不是正常的挫败士气检定,所以影响挫败士气的能力在此无效,例如骇人气势专家天赋)。失败时,该敌人在你的下个回合结束以前失准(Off-Target)。成功时,该敌人在你的下个回合以前战栗,这是一个情绪恐惧效果。
 6级起,你可以消耗1点决心点数来将一个使用挫志嘲讽时失败的威吓检定视为成功。

坚忍号定 Don't Quit(Ex)影响心灵、依赖感官振作!
 以一个标准动作,你可以向60呎内的一名友军发令。该友军在你的下回合开始前无视一个由你选择的状态,该状态必须为下列状态其中之一:困惑、迷魂、疲乏、战栗、恶心、恍惚。
 虽然该友军在效果期间不受该状态影响,该状态仅仅是被压制而非解除,并且在你下回合开始时重新生效。该状态依然可以正常地被法术、科技或其他效果解除。
 6级时将下列状态加入列表中:畏缩、晕眩、力竭、惊惧、反胃、恐慌、麻痺、震慑。
 12级起你可以消耗1点决心点数来解除该状态,除非该状态的持续时间为永久,那样的话能力失效但是退回决心点数。

类比心灵 Expanded Attunemt(Ex)
 你可以对一般而言不受影响心灵效果影响的友军,例如构装体、机器人或不死生物,使用增益性的影响心灵使节急智。若某急智提供士气加值,就算是一般无法获得士气加值的友军依然受益。

攻击号令 Get 'Em(Ex)依赖语言、影响心灵、依赖感官给我打!
 以一个移动动作,你可以指定60呎内的一个敌人。在你的下回合开始前,你及你的友军再攻击该敌人时的攻击骰获得+1士气加值。即使该敌人在效果期间远离你超过60呎或脱离你的视听范围依然有效。
 6级起,你可以消耗1点决心点数使目标扩张到60呎内的所有敌人,并让士气加值对伤害骰也生效。

鼓舞号令 Inspiring Boost(Ex)依赖语言、影响心灵、依赖感官
 以一个标准动作,你可以向30呎内一名在你上回合结束后曾经受到来自强敌(Significant Enemy)的伤害的友军发令。该友军回复等同于使节等级的两倍+你的魅力调整值的耐力(他的耐力上限为止),15级时恢复量提升到使节等级的三倍+你的魅力调整值。当一名友军接受过你的鼓舞号令的影响后,无法再被另一个你的鼓舞号令影响,直到他花费十分钟歇息以回复耐力。
 6级起,你可以消耗1点决心点数来让鼓舞号令额外回复等同于使节等级的耐力。

警戒号令 Look Alive(Ex)影响心灵动作!
 当你花费十分钟歇息及1点决心点数以回复耐力后,在休息期间离你60呎内的友军在察觉及先攻检定上获得+2士气加值,这个效果持续1小时或是直到下一次花费十分钟歇息以回复耐力,以较早者为准。

委身求情 Not in the Face(Ex)依赖感官说好不打脸!
 以一个移动动作,你可以指定60呎内的一个敌人。除非该敌人通过意志豁免,在你的下个回合结束前,他对你的所有攻击骰都受到-4减值。
 6级起,你可以消耗1点决心点数,让敌人无法进行意志豁免,直接承受减值。

意会言传 Universal Expression(Ex)
 你可以向一个跟你语言不通的敌人使用一个对敌人生效的依赖语言急智。

回避号令 Watch Your Step(Ex)依赖语言、影响心灵、依赖感官谨慎点!
 当60呎内的一名友军需要进行反射豁免以回避有害效果时,在该友军掷骰前,你可以以一个反射动作给予他这一次的豁免骰+2加值。
 6级起,你可以消耗1点决心点数来让该友军这次的反射豁免双骰取高,两次掷骰都有此能力提供的+2加值。
【4级】
剧透 -   :
机智奇袭 Clever Attack(Ex)
 你可以打得敌人手忙脚乱。以一个标准动作,对60呎内的一个目标发动机智虚招的效果(如常进行唬骗检定),然后对他进行一次攻击。你必须习得机智虚招使节急智才能选择这项急智。

蹲伏闪避 Duck Under(Ex)
 你可以透过蹲低闪过敌人的近战攻击,害得他失衡踉跄到对你有利的位置。你必须使用全力防御(Total Defense)行动才能使用此能力。如果在你的下个回合开始前,一个敌人对你的近战攻击失手,你可以以一个反射动作对他发动一次有+8加值的移位(Reposition)战技检定。

专注号令 Focus(Ex)影响心灵、依赖感官认真点!
 以一个标准动作,你可以鼓舞60呎内的一名友军专心对待当前的危机。若该友军目前措手不及或失准,你解除该状态。若情境使得该友军会立刻又措手不及或失准,则改为你压制该状态一轮。

机动号令 Hurry(Ex)影响心灵、依赖感官跑起来!
 以一个标准动作,你可以给予60呎内的一名友军一个移动动作,该友军可以在他的下个回合使用该移动动作来:五呎慢步(Guarded Step)、移动等同于速度的距离、取出或收起武器。该友军可以在任一动作的先后使用这个额外移动动作,包含完整动作。一个角色在一个回合不能透过机动号令取得多于一个额外动作。

快速挫志嘲讽 Quick Dispiriting Taunt(Ex)
 你可以以移动动作使用挫志嘲讽。你必须要有挫志嘲讽使节急智才能选择这项急智。

快速鼓舞号令 Quick Inspiring Boost(Ex)
 你可以以移动动作使用鼓舞号令,若你这么做,则鼓舞号令减少回复等同于使节等级的耐力。你必须要有鼓舞号令使节急智才能选择这项急智。

长程急智 Long-Range Improvisation(Ex)
 每个距离至少为30呎的急智的距离翻倍。

闪躲号令 Watch Out(Ex)依赖语言、影响心灵、依赖感官快躲开!
 以一个反射动作,你可以警告60呎内受到敌人远程攻击的一名友军。你必须在敌人宣告攻击,但是掷攻击骰以前使用本能力。该友军可以使用反射动作来使他的AC对该次攻击+4。在该次攻击结算后,该友军俯卧。
 8级起,你可以消耗1点决心点数来避免友军在结算该次攻击后俯卧。
【6级】
剧透 -   :
临机应变 Clever Improvisations(Ex)
 当你首次消耗决心点数来启动急智的效果时,决心点数的消耗量减少1(最低为0)。这个能力在每次十分钟歇息或八小时休息后重置,在你下一次消耗决心点数启动急智效果时发动。

吸引砲火 Draw Fire(Ex)依赖感官
 以一个标准动作,你可以消耗1点决心点数来迫使100呎以内的所有敌人对除了你以外的攻击骰-4,此效果持续到你的下个回合结束为止。效果期间内,即使你与某生效敌人的距离拉远超过100呎依然有效,但发动能力时不在100呎内,之后才进入范围内的敌人不受影响。

通报状况 Heads Up(Ex)依赖语言、依赖感官不妙啦!
 当你的察觉检定成功时,你可以以一个反射动作将状况通报给60呎内的一名友军。该友军的察觉检定视为和你一样的结果。

强化攻击号令 Improved Get 'Em(Ex)给我用力打!
 攻击号令的士气加值成长为+2。以一个标准动作,你可以指定60呎内的一个敌人,你与60呎内的友军获得针对该敌人的攻击号令的效果,然后对该敌人进行一次攻击。你可以消耗1点决心点数来把攻击号令的目标扩张到60呎内的所有敌人,然后对其中一个受影响的敌人进行一次攻击。你必须要有攻击号令使节急智才能选择这项急智。
【8级】
剧透 -   :
救急救命 Desperate Defense(Ex)
 以一个移动动作,你可以使一名与你相邻的友军在考量能否被针对无助生物的行动(例如致命一击 Coup de grace)影响时不被视为无助。此效果在当你与该友军不再相邻,或是你的下个回合开始时结束,以较早者为准。

专家攻击 Expert Attack(Ex)
 以一个移动动作,你可以消耗2点决心点数来在你本回合结束以前的下一次攻击检定上追加你的专家骰的加值。

瞒天昧地 Hidden Agenda(Ex)
 你是掩饰自己思绪与目标的专家。当一个生物要对你进行察言观色检定来辨知欺诈时,该生物必须双骰取低。当你对会揭露你的思想或动机的效果进行豁免检定时,你可以双骰取高。

强化机动号令 Improved Hurry(Ex)全力跑起来!
 你可以以移动动作使用机动号令。你必须要有机动号令使节急智才能选择这项急智。
 12级起,你可以消耗1点决心点数来以标准动作使用机动号令以给予一名友军一个标准动作。

把握现状 Situational Awareness(Ex)
 若你使用了准备动作,则在动作触发之前,你可以消耗1点决心点数来改变你所准备的动作跟触发条件一次。新准备的动作必须是跟原动作同级或低级的动作。(标准动作 > 移动动作 > 迅捷动作)

不灭决心 Sustained Determination(Ex)依赖语言、影响心灵、依赖感官
 以一个移动动作,你可以消耗2点决心点数来给予60呎内的一名友军1点可以拿去启动他的能力的临时决心点数。若该友军未使用这个决心点数,此点数于你的下个回合开始时消灭。一个受到你的不灭决心影响的友军在你们两人都进行八小时休息或其他等效行为前无法再被你的不灭决心影响。

嗯?你问10级以上的使节急智在哪里?那种东西不存在呢…然后原文:
剧透 -   :
ENVOY IMPROVISATIONS
You learn your first envoy improvisation at 1st level and an
additional improvisation at 2nd level and every 2 levels thereafter.
Many improvisations require you to have a minimum envoy
level, and they are organized accordingly. Some improvisations
have additional prerequisites, such as other improvisations.

• Clever Feint (Ex) SD
As a standard action, you can fake out an enemy within 60
feet, making that enemy open to your attacks. Attempt a
Bluff check with the same DC as a check to feint against
that enemy (though this isn't a standard check to feint,
so Improved Feint and Greater Feint don't apply). Even if
you fail, that enemy is flat-footed against your attacks (see
page 276) until the end of your next turn. If you succeed,
the enemy is also flat-footed against your allies' attacks
until the end of your next turn. You can't use clever feint
against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed
Bluff check for clever feint as if it were a success.

• Dispiriting Taunt (Ex) LD MA SD
As a standard action, you can taunt an enemy within 60 feet.
Attempt an Intimidate check with the same DC as a check to
demoralize that enemy (though this isn't a check to demoralize,
so you can't use abilities that would apply to a demoralization
attempt, like the rattling presence expertise talent). If you fail,
that enemy is off-target (see page 276) until the end of your
next turn. If you succeed, that enemy is instead shaken (see
page 277) until the end of your next turn. This is an emotion
and fear effect.
At 6th level, you can spend 1 Resolve Point to treat a failed
Intimidate check for dispiriting taunt as if it were a success.

• Don't Quit (Ex) MA SD
As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition (see page 273) of your choice
until the start of your next turn, chosen from the following list:
confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn't suffer the effects of the condition
during that period, the condition is merely suppressed, not
removed, and its effects resume at the start of your next turn.
The condition can still be removed with spells, technology, and
other effects as normal.
At 6th level, add the following conditions to the list:
cowering, dazed, exhausted, frightened, nauseated, panicked,
paralyzed, and stunned.
At 12th level, you can spend 1 Resolve Point to remove
the condition with this ability instead of suppressing it. You
can't remove a condition with a permanent duration (see
page 271) in this way; if you attempt to do so, your attempt
fails but you don't lose the Resolve Point.

• Expanded Attunement (Ex)
You can use beneficial mind-affecting envoy improvisations
to aid allies who usually would not be able to gain benefits
from mind-affecting effects, such as constructs, robots, and
undead. If the improvisation grants a morale bonus, even
allies who can't normaly benefit from morale bonuses gain
that bonus.

• Get 'Em (Ex) LD MA SD
As a move action, you can choose one enemy within 60 feet.
Until the start of your next turn, you and your allies gain a
+ 1 morale bonus to attack rolls made against that enemy. The
bonus persists even if the enemy moves beyond 60 feet or out
of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this
bonus to attack rolls and damage rolls against all enemies who
are within 60 feet.

• Inspiring Boost (Ex) LD MA SD
As a standard action, you can signal an ally within 30 feet
who has taken damage from any attack made by a significant
enemy (see page 242) at any point after your last turn ended.
That ally regains a number of Stamina Points (up to his
maximum) equal to twice your envoy level + your Charisma
modifier; at 15th level, this increases to three times your envoy
level + your Charisma modifier. Once an ally has benefited
from your inspiring boost, that ally can't gain the benefits of
your inspiring boost again until he takes a 10-minute rest to
recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your
envoy level to the number of Stamina Points regained.

• Look Alive (Ex) MA
When you spend a Resolve Point to regain Stamina Points
after a 10-minute rest, all allies who stay within 60 feet of you
throughout the rest gain a +2 morale bonus to Perception and
initiative checks for the next hour or until the next 10-minute
rest to recover Stamina Points, whichever comes first.

• Not in the Face (Ex) SD
As a move action, you can choose one enemy within 60 feet.
That enemy must succeed at a Will save or take a -4 penalty to
all attacks it makes against you until the end of your next turn.
At 6th level, you can spend 1 Resolve Point to make the
enemy take the penalty with no saving throw allowed.

• Universal Expression (Ex)
When using a language-dependent improvisation that
affects an enemy, you can use the improvisation against
that enemy even if the two of you do not share a language.

• Watch Your Step (Ex) LD MA SD
When an ally within 60 feet must succeed at a Reflex
save to avoid a harmful effect, as a reaction before your
ally attempts the saving throw, you can grant the ally a +2
bonus to that saving throw.
At 6th level, you can spend 1 Resolve Point to have the
ally roll twice on the saving throw and take the better result.
Both of those rolls benefit from the + 2 bonus provided by
this ability.

4th Level
You must be at least 4th level to choose the following envoy
improvisations.

• Clever Attack (Ex)
You can make an attack that throws your enemy off-balance.
As a standard action, you can make a single attack against
a target within 60 feet and gain the benefits of clever feint
(attempting a Bluff check against the target as normal).
Apply the effects of clever feint before resolving your attack.
You must have the clever feint envoy improvisation to choose
this improvisation.

• Duck Under (Ex)
You can duck under a foe's melee attack, causing it to
overextend and move into a position more favorable to you.
You must take the total defense action (see page 247) to use
this ability. If, before the start of your next turn, a foe misses
you with a melee attack, as a reaction you can attempt a
reposition combat maneuver with a +8 bonus to your attack
roll against that foe.

• Focus (Ex) MA SD
As a standard action, you can encourage a single ally within 60
feet to focus on the danger at hand. If that ally is flat-footed
or off-target, you end that condition. If circumstances would
cause the ally to immediately become flat-footed or off-target
again, you instead suppress that condition for 1 round.

• Hurry (Ex) MA SD
As a standard action, you can grant a single move action
to an ally within 60 feet. The ally can use that move action
during her next turn to take a guarded step, move up to her
speed, or draw or sheathe a weapon. The ally can use her
extra move action in between her other actions, and she can
even use it before or after a full action. A character can use
no more than one extra action from hurry in a single round.

• Quick Dispiriting Taunt (Ex)
You can use dispiriting taunt as a move action instead of a
standard action. You must have the dispiriting taunt envoy
improvisation to choose this improvisation.

• Quick Inspiring Boost (Ex)
You can use inspiring boost as a move action instead of a
standard action, though when you do so, the number of
Stamina Points your ally recovers is reduced by your envoy
level. You must have the inspiring boost envoy improvisation
to choose this improvisation.

• Long-Range Improvisation (Ex)
Double the range of your improvisations with ranges of at
least 30 feet.

• Watch Out (Ex) LD MA SD
As a reaction, when an enemy makes a ranged attack against
an ally within 60 feet of you, you can warn that ally of the
danger. You must spend your reaction when the enemy
declares the attack but before it makes the attack roll. Your
ally can spend a reaction to gain a +4 to AC against the
triggering attack. Once the triggering attack is resolved, the
ally falls prone.
At 8th level, you can spend 1 Resolve Point to prevent your
ally from falling prone after the attack.

6th Level
You must be at least 6th level to choose the following envoy
improvisations.

• Clever Improvisations (Ex)
The first time you would spend Resolve Points on one of your
envoy improvisations, reduce the cost by 1 Resolve Point
(minimum 0). This ability refreshes whenever you take a
10-minute rest to recover Stamina Points and after an 8-hour
rest to recover Resolve Points, reducing the Resolve Point cost
of your next envoy improvisation after the rest.

• Draw Fire (Ex) SD
As a standard action, you can spend 1 Resolve Point to make all
enemies within 100 feet take a -4 penalty to all ranged attacks
they make that don't target you until the end of your next turn.
This penalty remains even if you and an enemy move more
than 100 feet away from each other, and enemies that weren't
within 100 feet when you used draw fire don't take the penalty
if they later come within range.

• Heads Up (Ex) LD SD
When you succeed at a Perception check, as a reaction, you
can signal a single ally wit hin 60 feet. That ally can act as
if he had also succeeded at the Perception check with the
same result.

• Improved Get 'Em (Ex)
Your morale bonus from get 'em increases to +2. As a
standard action, you can make a single attack against a
target within 60 feet. You and your allies within 60 feet gain
the benefits of get 'em against that target (applying these
effects before making the attack roll). As with get 'em, you
can spend 1 Resolve Point to grant the benefits against all
enemies within 60 feet. You must have the get 'em envoy
improvisation to choose this improvisation.

8th Level
You must be at least 8th level to choose the following envoy
improvisations.

• Desperate Defense (Ex)
As a move action, you can cause one ally adjacent to you to
not be considered helpless (see page 276) for the purpose
of actions that can be used only against helpless creatures
(such as a coup de grace). This effect ends if the creature
ceases to be adjacent to you or at the beginning of your next
turn, whichever comes first.

• Expert Attack (Ex)
As a move action, you can spend 2 Resolve Points to add your
bonus from expertise to your next attack roll before the end of
your turn.

• Hidden Agenda (Ex)
You're an expert at veiling your true thoughts and goals.
Whenever a creature attempts a Sense Motive check to
detect a deception of yours, the creature must roll twice
and take the worse of the two results. When you attempt a
saving throw against an effect or ability that would read your
thoughts or reveal your motives, you can roll twice and take
the better of the two results.

• Improved Hurry (Ex)
You can use the hurry envoy improvisation as a move action
instead of a standard action. You must have the hurry envoy
improvisation to choose this improvisation.
At 12th level, you can use hurry as a standard action and
spend 1 Resolve Point to grant a standard action instead of a
move action.

• Situational Awareness (Ex)
If you ready an action, once before the trigger you
selected occurs, you can spend 1 Resolve Point to change
both the trigger and the action you have ready. You must
ready an action that takes the same kind of action as your
originally readied action, or you must ready a lesser action.
(For example, if you readied a standard action, you could
switch to another standard action, a move action, or a swift
action, and if you readied a move action, you could switch
to another move action or a swift action.)

• Sustained Determination (Ex) LD MA SD
As a move action, you can spend 2 Resolve Points to grant
an ally within 60 feet 1 Resolve Point that he can spend
to empower one of his abilities, even if he has spent all of
his own Resolve Points. The ally must spend the Resolve
Point before the start of your next turn; if he does not
do so, he loses the Resolve Point and you still lose the
Resolve Points you spent. You can't grant the same ally
the benefits of this ability again until both you and your
ally have recovered your Resolve Points after an 8-hour
rest or its equivalent.
« 上次编辑: 2017-08-21, 周一 17:26:02 由 Passer556 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

离线 Passer556

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #2 于: 2017-08-20, 周日 10:38:04 »
专家天赋 Expertise Talent
 3级以及之后每4级时,你习得一个专家天赋。除了额外专门技能之外,你必须要能对某项技能使用专家骰才能选择相应的专家天赋,各天赋所对应的技能会在名称后的括号内注明。

额外专门技能 Additional Skill Expertise(Ex)
 从专门技能列表中选择一个你至少有1点的技能,专家骰此后对该技能生效。你至多可以选择此天赋三次,每次选择一个不同的技能。

调整仪态 Altered Bearing(Ex; 伪装)
 透过改变你的姿势、步伐、举止及衣物装备的穿戴方式,令他人乍看之下认不出来你来。当使用伪装技能微调你外观的细节(Alter Minor Detail)时,你可以放弃你的专家骰来以移动动作进行检定,这个检定的DC不会因为仅仅微调细节而-5。如果观察者用来看穿你的伪装的对抗察觉检定成功了,他另外看出你的种族,以及其他你隐藏起来的特征。

心理分析 Analyst(Ex; 察言观色)
 你受过不要随便臆测的训练,让你比较不常误会其他生物的想法。当使用察言观色来辨知欺诈或解读密语时,只要你的专家骰结果不等于1,你就不会因为检定结果低于DC5或以上而认为真话为假或解读错误。

矜矜业业 Cautious Expertise(Ex; 见下)
 选择一项专门技能,当你使用该技能取20的时候,你的专家骰可以双骰取高。你至多可以选择此天赋三次,每次选择一个不同的技能。

大诈似信 Convincing Liar(Ex;唬骗)
 当你进行唬骗检定时,你可以先不掷专家骰。在确认你的检定结果后,你可以在此时补掷专家骰,或是放弃专家骰重掷d20。9级起,你可以消耗1点决心点数来同时掷专家骰与重掷d20。

文化素养 Cultural Savant(Ex;文化)
 不论你手边有没有电脑终端或其他的研究途径,只要时间够,你可以在以文化技能进行知识检定(Recall Knowledge)时取20。

精巧伪装 Cunning Disguise(Ex;伪装)
 当你使用伪装检定易容时,你可以放弃你的专家骰。这个易容在第一次将要被其他生物用察觉检定看破时,将其d20的结果视为1,这个效果对每个易容只生效一次。9级起,这个效果对第二次被生物看破时也生效。

工程能手 Engineering Adept(Ex;工程学)
 当你使用工程学技能解除或修复装置时,你可以放弃你的专家骰来使检定耗时减半。

伪证大师 Expert Forger(Ex;电脑)
 你有一整个资料库分量的电子印信与表格样式,做出假证件不过弹指的功夫。只要你手边有电脑,当你用电脑技能伪造文书时,你可以放弃你的专家骰来以一个完全动作进行检定(一般需要1d4分钟)。

快速入侵 Fast Hack(Ex;电脑)
 当你使用电脑技能入侵一个电脑系统时,你可以放弃你的专家骰来使检定耗时减半。9级起,当你成功入侵该系统时,你可以抵销掉该系统的其中一道电子反制(Countermeasure)。24小时内你无法再用本天赋抵销同一台电脑内的电子反制。

妙手回春 Inspired Medic(Ex; 医疗)
 当你进行医疗检定时,你可以先不掷专家骰。在确认你的检定结果后,你可以在此时补掷专家骰,或是放弃专家骰重掷d20。9级起,你可以消耗1点决心点数来同时掷专家骰与重掷d20。

洞悉底异 Keen Observer(Ex; 察颜观测)
 当你与一个受到精神效果(Mental Effect)影响的生物交流了至少1分钟后,GM为你自动进行一次不含专家骰的察言观色检定,成功时你得知这个精神效果。如果你特别指出要进行察觉精神效果的察言观色,在GM的自动检定以外你可以正常进行一次含专家骰的察言观色检定。

凶眼如炬 Menacing Gaze(Ex; 威吓)
 当你使用威吓技能来挫败士气时,你可以放弃你的专家骰来以完全动作进行一次效果扩张到离你60呎内,且任意两员之间不相隔超过20呎的一群敌人的挫败士气检定,该检定的DC为那群敌人中最高者。成功(即使检定结果高于DC5以上)所有目标战栗一回合。当你对一个生物使用此能力后,他在24小时内免疫本天赋。

骇人气势 Rattling Presence(Ex; 威吓)
 当你使用威吓技能来挫败士气时,你可以放弃你的专家骰来在检定成功时延长战栗的持续时间1回合。9级起效果成长到2回合。

语言学家 Skilled Linguist(Ex; 文化)
 你获得等同于你的文化技能等级的奖励语言,此外当你使用文化技能解读文书时,你可以放弃你的专家骰来让检定耗时缩短为1/10。

舌灿莲花 Slick Customer(Ex; 交涉)
 当你进行交涉检定时,你可以先不掷专家骰。在确认你的检定结果后,你可以在此时补掷专家骰,或是放弃专家骰重掷d20。9级起,你可以消耗1点决心点数来同时掷专家骰与重掷d20。

科技宅 Student of Technology(Ex; 工程学)
 不论你手边有没有电脑终端或其他的研究途径,只要时间够,你可以在以工程学技能辨识生物及科技物品时取20。若某个生物或科技物品是由你所熟悉的团体或个人所造(正常情况下包含任一大企业或军队),一个成功的检定结果同时揭露制造者。

手术士 Surgeon(Ex; 医疗)
 每日一次,你可以用手边的医疗器材超额进行一次治疗致命伤(Treat Deadly Wound)检定。由于这种高端医术既困难又冗长,该次治疗检定的DC+5且耗时1小时。

包打听 Well Informed(Ex; 交涉)
 你尽可能地即时关注你所在的地区的新闻和大人物。当你在一个集落(Settlement)或地区(Region)滞留至少24小以后,当你使用交涉收集情报时,你可以放弃你的专家骰来把检定耗时缩短为一个迅捷动作。

原文:
剧透 -   :
EXPERTISE TALENTS
You gain an expertise talent at 3rd level and every 4 levels
thereafter. With the exception of additional skill expertise,
these talents require you to have expertise in the skills they
affect, as indicated in parentheses after the talent's name.

• Additional Skill Expertise (Ex)
Choose another skill in which you have at least 1 rank
from the list of skills you can choose with the expertise
class feature; you can use expertise with that skill. You can
choose this talent up to three times, choosing a different
skill each time.

• Altered Bearing (Ex; Disguise)
You can quickly adjust your posture, your stride, your
demeanor, and the way your clothes and gear fit, causing
casual observers to fail to recognize your true appearance.
When you attempt a Disguise check to alter minor details
of your appearance, you can forgo your expertise die to
attempt the check as a move action. You don't reduce the
DC by 5 for attempting to alter only minor details, and if
an observer succeeds at an opposed Perception check that
pierces your disguise, he also realizes your true race and
what features you have disguised. You can't use this ability
for more complex disguises.

• Analyst (Ex; Sense Motive)
You have been taught to carefully consider your own
assumptions, making it much less likely you assign false
motives to other creatures. When using Sense Motive to
detect deception or discern a secret message, as long as your
expertise die roll result is not a 1, you don't think a truthful
statement contains deceptions or infer false information from
a secret message even if you fail your check by 5 or more.

• Cautious Expertise (Ex; see below)
Choose a skill you have selected with the skill expertise class
feature. When you take 20 (see page 133) with this skill, you
can roll your expertise die twice and take the better result.
You can choose this talent up to three times, choosing a
different skill selected with the skill expertise class feature
each time.

• Convincing Liar (Ex; Bluff)
When you attempt a Bluff check, you can choose not to roll
your expertise die until later. After you determine what the
check's result would be, you can choose to either roll your
expertise die and add the result to the total or forgo the
expertise die and reroll the check (see page 243). At 9th
level, you can spend 1 Resolve Point to reroll the check and
add the result of your expertise die.

• Cultural Savant (Ex; Culture)
As long as you have enough time, you can take 20 on Culture
checks to recal I knowledge, even if you don't have access to a
computer terminal or other means of research.

• Cunning Disguise (Ex; Disguise)
When you attempt an initial Disguise check, you can forgo
rolling your expertise die. Instead, the first time a creature
would pierce your disguise with a Perception check, treat its
result as if it had rolled a natural 1 on its Perception check.
This benefit applies only once per disguise. At 9th level, this
ability also applies against the second creature who pierces
your disguise.

• Engineering Adept (Ex; Engineering)
When you attempt an Engineering check to disable or repair
a device, you can forgo rolling your expertise die to instead
halve the time it takes to make the attempt.

• Expert Forger (Ex; Computers)
You have a database of electronic seals and predesigned
templates that allow you forge an official document in
a matter of moments. When you attempt a Computers
check to create a forgery, as long as you have access to a
computer, you can forgo your expertise die to attempt the
check as a full action (rather than the normal required time
of 1d4 minutes).

• Fast Hack (Ex; Computers)
When you attempt a Computers check to hack into a
computer system, you can forgo rolling your expertise die
to instead halve the time it takes to make the attempt (to a
minimum of 1 round). At 9th level. if you successfully hack
the system, you can also negate a single countermeasure
protecting that computer system. You cannot use this talent
to negate a countermeasure from the same computer again
for 24 hours.

• Inspired Medic (Ex; Medicine)
When you attempt a Medicine check, you can choose not
to roll your expertise die until later. After you determine
what the check's result would be, you can choose to either
roll your expertise die and add it to the total or forgo the
expertise die and reroll the check (see page 243). At 9th
level, you can spend 1 Resolve Point to both reroll the check
and add the result of your expertise die.

• Keen Observer (Ex; Sense Motive)
Whenever you interact with a creature under a mental effect
for at least 1 minute, the GM attempts an automatic secret
Sense Motive check for you without your expertise die. On a
success, you learn about the mental effect. If you specifically
request a Sense Motive check to sense mental effects, you
can attempt a Sense Motive check as normal. including your
expertise die, in addition to this automatic check.

• Menacing Gaze (Ex; Intimidate)
When you attempt an Intimidate check to demoralize foes,
you can forgo your expertise die to attempt to briefly
demoralize a small group as a full action. You attempt an
Intimidate check against foes within 60 feet, no two of
which can be more than 20 feet apart. The DC of this check
is equal to the highest DC to demoralize any one of the foes.
If you are successful, the targets gain the shaken condition
(see page 277) for 1 round (even if your result exceeded
the DC by 5 or more). Once you use this ability against a
creature, it is immune to this talent for 24 hours.

• Rattling Presence (Ex; Intimidate)
When you attempt an Intimidate check to demoralize
an opponent, you can forgo rolling your expertise die to
automatically increase the duration of the shaken condition
by 1 round on a successful check. At 9th level, you instead
increase the duration by 2 rounds on a success when using
this talent.

• Skilled Linguist (Ex; Culture)
You can speak and read a number of bonus languages equal
to your ranks in Culture. Additionally, when you attempt
a Culture check to decipher writing, you can forgo your
expertise die to attempt the check as a full action (rather
than the normal 1 minute) per approximately 250 words of
writing or fewer.

• Slick Customer (Ex; Diplomacy)
When you attempt a Diplomacy check, you can choose not
to roll your expertise die until later. After you determine
what the check's result would be. you can choose to either
roll your expertise die and add it to the total or forgo the
expertise die and reroll the check (see page 243). At 9th
level, you can spend 1 Resolve Point to both reroll the check
and add the result of your expertise die.

• Student of Technology (Ex; Engineering)
As long as you have the time to do so, you can take 20 (see
page 133) on Engineering checks to identify creatures and
technology, even if you do not have access to a computer
terminal or other means of research. If the creature or
technology was created by a group or individual you are
familiar with (normally including any major corporation or
military), on a successful check you also identify what group
created the object identified.

• Surgeon (Ex; Medicine)
You can use Medicine to treat deadly wounds on a patient
once each day in addition to the normal allowances for the
medical equipment you are using. Because performing this
level of advanced medicine is difficult and time consuming,
the DC for this additional treatment increases by 5 and the
ski II check takes 1 hour.

• Well Informed (Ex; Diplomacy)
You keep yourself as up to date as possible about the events
and major figures of any region you are in. Once you have
been in a settlement or region for at least 24 hours, when
you attempt a Diplomacy check to gather information, you
can forgo your expertise die to attempt the check as a swift
action (rather than the normal 1d4 hours)
« 上次编辑: 2017-08-25, 周五 15:18:04 由 Passer556 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #3 于: 2017-08-20, 周日 10:40:23 »
使节范型:大使 Ambassador
主题:异种猎人(Xenoseeker)
引用

  你替某个政府在外交事务上担任代表,偶尔甚至会接待新种的外星人。

关键属性:高魅力等于多决心点数以及更强的社交技能,力量让你的近战武器打得更痛。

使节急智:挫志嘲讽(1级),意会言传(1级),快速挫志嘲讽(4级),吸引砲火(6级)

专家天赋:文化素养,骇人气势

专长:武器专攻(Weapon Focus)(先进近战武器),武器擅长(先进近战武器),武器专精(先进近战武器)

技能:唬骗,文化,交涉,威吓,察言观色


使节范型:军官 Military Officer
主题:王牌机师(Ace Pilot)
引用

  你是调兵遣将的专家,不论是在舰桥还是战地,你总是能把部队运用到极致。

关键属性:为了用枪能射得中人,敏捷是你最重要的属性,然后魅力会给决心点数。

使节急智:攻击号令(1级),警戒号令(1级),快速挫志嘲讽(4级),强化攻击号令(6级)

专家天赋:洞悉底异,骇人气势

专长:步枪擅长(Longarm Proficiency),武器专攻(步枪),武器专精(步枪)

技能:特技,运动,威吓,驾驶,察言观色


使节范型:谈判专家 Negotiator
主题:名士(Icon)
引用

  你精湛的生意头脑总能帮你找出甚么样用最少的付出得到最高的报酬。

关键属性:高魅力等于多决心点数以及更强的社交技能,智力让你更了解谈判对象的背景。

使节急智:委身求情(1级),机动号令(4级),临机应变(6级),强化机动号令(8级)

专家天赋:文化素养,舌灿莲花

专长:精通先攻(Improved Initiative),技能专攻(文化),技能专攻(交涉)

技能:唬骗,文化,交涉,专业(仲裁人),察言观色


使节范型:恶棍 Scoundrel
主题:法外之徒(Outlaw)
引用

  人不为己,天诛地灭;亲朋有难,一往无前。

关键属性:高魅力等于多决心点数以及更强的社交技能,敏捷让你能活久些。

使节急智:机智虚招(1级),回避号令(1级),机智奇袭(4级),闪躲号令(4级)

专家天赋:大诈似信,精巧伪装

专长:精通虚招,高等虚招,技能专攻(唬骗)

技能:唬骗,文化,伪装,巧手,隐匿

« 上次编辑: 2017-08-20, 周日 22:03:47 由 Passer556 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #4 于: 2017-08-20, 周日 12:06:36 »
引用
你是使用技能跨越难关,即使该难关跟社交毫无关系也一样。

这句怪怪的,感觉译成以下会更好:

你擅长使用技能化解难题,无论它是社交方面的还是其他情况。

* marfish 捂脸


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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #5 于: 2017-08-20, 周日 13:58:17 »
引用
你是使用技能跨越难关,即使该难关跟社交毫无关系也一样。

这句怪怪的,感觉译成以下会更好:

你擅长使用技能化解难题,无论它是社交方面的还是其他情况。

* marfish 捂脸

多谢指正

误把"擅长"打成"是"...我去吐一口血
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #6 于: 2017-08-20, 周日 22:18:59 »
完工,现求纠错及译名建议,有白字的急智该不该把译名都换成白字?
然后吐槽:
使节范型:大使 Ambassador
引用

专长:武器擅长(先进近战武器)


使节范型:军官 Military Officer
引用

使节急智:快速挫志嘲讽(4级)


使节范型:恶棍 Scoundrel
引用

专长:精通虚招,高等虚招


官爷学了不存在的专长,军爷学了不能学的急智,贼哥学了两个心酸的专长。
P子你是不是为了赶在Gen Con以前送厂引刷所以校对都不做了?
« 上次编辑: 2017-08-20, 周日 22:23:56 由 Passer556 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:使节(Envoy)
« 回帖 #7 于: 2017-08-20, 周日 22:25:21 »
这只是证明这是一个没有亲妈的弃儿职业