狀態
在冒險過程中,角色(有時候是它們的所有物)會受到會施加狀態的能力或效果的影響。狀態會以某些方是改變妳的存在狀態。妳可能被恐懼緊扼或藉由法術或魔法道具使自己更快速。有個狀態是說當一個生物成功流失妳的血液或生命本源時,妳會怎麼樣;另一個狀態則是某生物對妳的態度以及它會如何與妳互動。
狀態是會持續的,當你受一個狀態影響時,它的效果會一直持續,直到狀態寫出的持續時間結束為止,狀態可以移除,或狀態自己的條件致使狀態結束。
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.
狀態值(CONDITION VALUES)有些狀態會有數字的值,這稱為狀態值,會出現在狀態的後方。這數值會指出這狀態給妳的加值或罰值。這些數值通常能被法術、技能或光靠等待削減。像這種數值如果降到0,這個狀態就結束了。
如果妳被一個有數值的狀態多次影響,妳只會應用最高的數值,但如果另一個狀態的數值較低,但持續時間較長時,妳必須追蹤兩個狀態的持續時間。舉個例子,如果妳有持續兩輪的遲緩2(slowed 2)狀態,還有一個持續1分鐘的遲緩1狀態,那兩輪後妳從遲緩2脫離,還要承受遲緩1狀態8輪。
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.
冗餘狀態同一時間,同一狀態妳只能有一個(數值不同的相同狀態,在判定時被視為不同狀態;請見狀態值)。如果一個效果會施加一個妳已經擁有的狀態,那妳現在
有的會是兩者之間持續時間較長的那個狀態。持續時間短的狀態會立即終止,但因原始效果所帶來的其他狀態還是會持續。
舉個例子,如果妳被一個怪物打到然後活力流失,這傷口令妳衰竭2(enfeebled 2)和措手不及,直到怪物下一回合結束。在那怪物下一回合結束之前,有個陷阱毒害了妳,令妳承受持續1分鐘的衰弱2。在這種情況下,持續1分鐘的衰弱2會取代來自怪物的衰弱2。妳會池受持續時間更長的衰弱2,但直到怪物下一回合結束之前,妳也一樣保持措手不及。
任何能移除狀態的能力會完全將其移除,無論狀態值為何,或妳背影響了多少次。在上面的例子中,一個能移除衰弱狀態的法術能幫你完全移除該狀態,所以不需要用這法術移除兩次。
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.
碾壓狀態有些狀態可以碾壓其他狀態,這會寫出來。所以被碾壓狀態的效果會被壓制,直到碾壓狀態結束。被碾壓狀態的持續時間會持續流逝,所以有可能再被壓制時就結束了。
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.
抵銷狀態(COUNTERACTING CONDITIONS)有些效果會抵銷狀態、苦難(見P.324),和其他效果。當嘗試抵銷一個效果時,將效果的抵銷等級以及你使用之能力的抵銷等級進行對比。法術的抵銷等級等於它的法術環級;見表格9-3(P.320)有關其它能力的抵銷等級。如果妳能力的抵銷等級比要抵銷效果的抵銷等級高,那你自動成功。如果妳能力的抵銷等級和欲抵銷效果的抵銷等級相同或更低,那你必須通過使用相應的技能或能力來通過檢定,對抗目標效果的DC。你的抵銷等級每比目標的抵銷等級低一,你要承受會積累的-5罰值。如果你的能力比欲抵銷效果之抵銷等級低4或更低,那麼你自動失敗。
抵銷檢定成功,則狀態或效果會立即終止。
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)有些法術和能力只能在一天內影響一個生物一次。如果有效果說明一名生物變得耐受,那重複使用該效果不會在該生物身上產生作用。舉個例子,目盲術(blindness)說:「受術者會在對抗所有目盲術時會變得耐受。」對那個生物再次施放目盲術不會有任何效果。
除非有特別寫出,一名生物只對該特定生物的特定能力保持耐受抵抗24小時。目盲術是個例外,無論誰對受術者施放目盲術,它都會使受術者耐受。耐受並不能阻止狀態來源正在生效的效果。舉個例子,如果有能力令妳驚懼(frightened)並使妳在對抗它時耐受─那麼如果同個生物在本日用這能力針對妳,妳不會再次驚懼。
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
更改動作(ALTERING ACTIONS)狀態能夠改變你回合中所能使用的動作個數,或你究竟能不能使用動作、反應動作或自由動作。舉個例子,緩慢(slow)狀態,會令你失去動作,而快捷(quick)則會給你動作。
這種形式中最嚴格的,就是一個狀態說你不能動(act):這意味著你不能使用動作、行動、反應動作或自由動作。當你不能動的時候,你不能在你的回合內
重獲妳的動作和反應動作。
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.
速度削減(SPEED REDUCTION)有些狀態會降低你某一或多種移動類型的速度。你的速度只能降低至5呎,除非特別寫明其他情況。不同來源(像是來自盔甲和束縛[hampered]狀態)對同個移動類型的速度削減會累計。
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.
基礎狀態有些常常會出現在遊戲中的狀態會在這邊詳細說明。那些會導致獨特狀態的能力(像是法術),那狀態的細節會寫在那個能力裡面。
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。增速後面都會有個數字,說明這個狀態把你的移動速度加了多少(舉個例子,增速10就是把你的速度提高10)。如果這個狀態沒有具體指出是增加妳那個移動類型的速度,那它就是增加所有移動類型,但它不會給你自己根本沒有的移動類型。
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)你不能動。還有,你陷入目盲以及措手不及狀態,並且在AC和察覺上承受-4的狀態罰值。你在必須進行的反射豁免上都會自動大失敗。當你獲得昏睡狀態時,你會俯臥(fall prone)並且你會拋下(drop items)握住或揮舞著的東西,除非效果有說明其他情況,或是GM判定你現在的位置不會出現這種事。
如果你在昏睡時受到傷害,此狀態會結束。如果你身在一位盟友的天然觸及中,則該名盟友可以使用交互動作把你推或搖醒。如果你旁邊有著吵雜的聲響,在你回合開始時,你能以一個自由動作進行一個察覺檢定,並且承受-4的環境罰值對抗噪音的DC(或如果不只一個噪音,那就對抗DC最小的那個),如果檢定成功,那妳醒來。如果有生物想要保持安靜,那就是隱匿(Stealth)DC。有些魔法效果會讓你深深入眠,讓你無法進行察覺檢定。
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)你看不見。當目盲時,妳視所有地行為困難地形。其它所有生物與物體對你來說都是不可見(unseen,P.303)的,除非你成功一次搜查動作(Seek action)感知它們。對於完全依賴視覺的察覺檢定,你會自動失敗或大失敗(看哪個更糟),而如果視覺是妳唯一精確的感官,你會在察覺檢定上承受-1的狀態罰值。你免疫視覺效果。目盲碾壓目眩(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.
破損(Broken)破損是一個影響物體的狀態。一件破損的物體無法正常使用,也不能給予加值。如果攜帶、持握或穿戴這件物品,它仍會施加罰值以及限制。舉個例子,一套盔甲仍舊會施加敏捷調整值上限(Dexterity modifier cap)、檢定罰值等等。
破損盔甲是一個例外。它仍舊給予物品加值,但它也會依據盔甲的類型給你的AC狀態罰值:破損輕甲-1、破損中甲-2、破損重甲-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.
隱蔽(Concealed)如果你對一個生物來說是隱蔽的,像是身處在濃濃的霧裡,對該生物來說妳難以看見,但並非不可見(unseen)。如果該生物想要攻擊你或使用法術或效果定位你,那必須要通過DC5的裸骰檢定,除那是區域效果。如果檢定失敗,則攻擊、法術或效果會失誤並且無效。更多有關隱蔽的資訊,請見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)妳讓失了自身的才智,你的行動變得魯莽。你無法使用反應動作,也不能延遲(Delay)或準備(Ready)。每到你的回合,你必須使用你的動作,去攻擊從上一回合開始算起,最近攻擊你的生物。GM可以要你使用動作抽出武器、移動到該生物位於你觸及範圍等等諸如此類,只要該動作有助於你攻擊那名生物。
如果從你上一回合到現在都沒有生物攻擊你,投1d4。出1,你必須把你的回合拿來進行攻擊最靠近你的生物。出2,你必須攻擊你自己,攻擊會自動造成正常傷害,然後也不能做其他動作了。出3,你只能無意義的喃喃自語。出4,妳正常行動。
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)你的眼睛承受過度的刺激。如果視力是妳唯一的精確感官,那所有生物和物體對你來說都是隱蔽的。
Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
死亡(Dead)
你沒辦法活下去了。你不能行動也不會被針對生物(除非法術就是要針對死亡的生物)的法術所影響,在判定其他目的時,妳被視為一件物體。當你獲得死亡狀態,你會變為0HP,不論你本來有多少HP,只要你還死著,你的HP就不可能高於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.
耳聾(Deafened)你聽不見。在基於聲音的察覺檢定中,你會自動失敗或大失敗(看哪個更糟)。你會在涉及聲音但也依賴其他感官,為了先攻以及技能檢定的察覺檢定上承受-2狀態罰值。 如果你進行一個涉及到聲音元素的動作,你必須通過DC5的裸投檢定,否則該動作會失敗;在使用了動作之後但在任何效果發生之前進行該檢定。你免疫聲音的效果。
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)當一個生物成功使你的血液或某些生命本質的東西流失時,你會失去健康。流失都會有一個數值。在強韌豁免以及基於體值的檢定上,你會承受等於流失數值的狀態罰值。你也會失去你等級(最小為1)乘以流失數值的生命值和最大生命值。舉個例子,如果妳被會造成流失3的效果擊中,然後你是3級角色,你會失去9點生命值,最大生命值也會下降9點。這樣失去生命值並不算受到傷害。
在大多數的情況下,流失狀態能以緩慢的速率自然痊癒。每一天,當你藉由休息重獲生命值時,你的流失值會減1。這會增加你的最大生命值,但妳不會立即恢復失去的生命值。當流失值被降到0時,此狀態消失。
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.
瀕死(Dying)妳因流失大量鮮血或其他原因,來到冥府之門前。瀕死都會帶有數值,而如果瀕死值到4,那你就死了。如果妳瀕死,因昏迷狀態進行的復甦豁免檢定能判定你會變好還是更糟(見P.295)。如果妳擁有1點HP,並且有意識 ,你的瀕死狀態會在每輪你的回合結束時減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.
過載(Encumbered)你揹了太多東西,超出你能負擔的極限。如果妳過載了,你的速度降低10呎,速度最慢到5呎。你有的移動類型都會受到影響。你的盔甲檢定罰值也會+2,如果妳未著甲,那換成在檢定上承受-2罰值。
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)衰弱讓你活力盡失,彷彿妳辛苦得來的經驗流失殆盡。衰弱會有數值。妳在那些包含熟練調整值的檢定中,須承受等於衰弱值的狀態罰值。這種罰值不會超過你的等級,就算衰弱數值比你等級還高。舉個例子,如果妳在3級時承受衰弱4狀態,那你只會有-3的罰值。
此外,在決定你可以施放什麼法術,以及你可以使用什麼能力時,你的等級被視為減去你的衰弱值(最小1等)。這只應用在妳從專長還有職業特性以及唯有那些需求等級前置獲得的動作、行動、自由動作以及反應動作上。你不會失去準備好的法術,但你只能施放衰弱狀態所允許之法術。如果衰弱值相應的下降,那你會重獲使用它們的權利。
每一天,妳都可以進行一次強韌檢定,來降低你的衰弱值1點(如果大成功,則為2點)。DC就是讓你進入衰弱狀態的效果的DC。如果有多重效果使你衰弱,那麼就從中選擇DC最高的,當作你要從衰弱中恢復過來的每日檢定DC。你也可以使用一天休整期來訓練,自動降低1點衰弱值(此外,還有每天都可以進行一次用來降低衰弱值得豁免檢定)。
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)你的身體崩塌。衰竭會伴隨數值。當你衰竭時,你會在攻擊骰、傷害骰,還有基於力量的檢定上承受等同衰竭值得狀態罰值。
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.
糾纏(Entangled)有個圈套或是誘捕效果令你無法進行。你獲得束縛10(見狀態)。如果你想在被糾纏時進行動作、行動、自由動作或反應動作,妳必須通過DC5的裸投檢定
,否則動作遺失;進行檢定是在使用動作之後,但是在任何效果發生之前。
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)妳被強迫專注在某件事物上,這轉移妳對周遭發生的事情的注意力。妳在察覺以及技能檢定上承受-2狀態罰值,並且妳不能使用帶有專注特性的動作、行動、自由動作或反應動作,除非它或它們預期的結果跟妳迷魂的對象有關(這由GM判定)。舉個例子,妳或許能夠對目標進行搜尋(Seek)或回憶知識(Recall Knowledge),但不能對它放魔法飛彈(magic missile)。如果該生物對妳或妳的盟友進行帶有敵意的行為,此狀態結束。
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)妳很疲憊,消耗精力讓妳的情況變得更遭。妳獲得束縛5(見P.323)。妳在AC和豁免檢定上承受-1的狀態罰值;在同場遭遇中,妳每使用一個動作,就會增加1點罰值,直到妳下一回合開始。舉個例子,如果你在回合中使用邁步(Stride)動作以及兩個擊打(Strike)動作,狀態罰值會增加3,變成-4,到妳下一回合的開始會變回-1。罰值會在你使用的每個動作後增加,所以如果妳因使用的第一個動作,觸發了以反應動作進行的一次攻擊,妳在對抗此攻擊的AC上承受-2罰值。
如果妳在探索模式中疲乏,妳只能選擇徘徊(wandering)作為策略(tactic)。
通過一整晚的休息(8小時),妳能從疲乏狀態中恢復。
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)妳無法全心全意的防禦。妳在AC上承受-2環境罰值。
You’re unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.
逃避(Fleeing)因為恐懼或其他脅迫,妳被迫逃跑。在妳的回合,妳必須使用所有動作,盡全力嘗試逃避狀態的來源(像是使用移動動作,藉由攀爬或飛行進行逃避,或打開阻礙妳逃跑的門)。這個來源通常是給妳此狀態的施法者或效果,但有些效果可能會定義其他東西才是妳必須逃避的來源。妳在逃避時不能延遲或準備。
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)此狀態只影響那些非玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。對一名角色友善的生物,就是喜愛該名角色。角色能對友善生物進行一個要求(Request),而友善生物通常會同意一個簡單且安全,不會付出太多代價的要求。此名角色在對該友善生物進行說謊(Lie)、留下印象(Make an Impression on)或要求(Request)某件物品時的檢定獲得+2環境加值。如果利用此狀態的角色(或該名角色的盟友)對該名生物做出帶有敵意的行為,此狀態結束。
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.
驚懼(Frightened)妳被恐懼索擒獲,盡全力控制住自己。驚懼狀態會有數值。妳在個人檢定以及豁免檢定上承受等於該數值的狀態罰值。除非特別寫明,不然妳每回合結束時,妳驚懼狀態的數值都會減少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)妳被另一個生物固定,這令妳固定(immobile)並且措手不及(flat-footed)。如果妳要在擒抱狀態時進行一個動作、行動、自由動作或反應動作,妳必須通過DC5的裸投檢定,否則動作遺失;這個檢定在使用動作之後,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.
束縛(Hampered)妳的速度被降低了。束縛總會帶有一個數值,告知妳的速度被降低了多少。本狀態最多將妳的速度降低至5呎。如果本狀態沒有具體說明是減少妳每個移動類型的速度,那就是減少所有的移動類型的速度。妳可以同時擁有增速(Accelerated)以及束縛(Hampered)狀態,所以如果妳擁有增速10和束縛15,那妳的速度會被削減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.
樂於幫助(Helpful)本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。一個對一名角色有著樂於幫助狀態的生物,會想要積極的幫助該角色。它會同意該角色合理的要求(Requests),只要這些要求不是以該生物的目標或生活品質為代價。進行欺瞞(Deception)檢定去對樂於幫助的生物說謊(Lie)的角色,會獲得+4的環境加值。如果利用此狀態的角色(或該名角色的盟友)對該名生物做出帶有敵意的行為,此狀態結束,並且該生物會依據敵意行為的嚴重性而獲得更糟的態度狀態。
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.
敵意(Hostile)本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。一個對一名角色有著敵意狀態的生物,會積極的試圖傷害該角色。不一定是攻擊,但它不會答應該角色的要求(Requests)。對該敵意生物進行留下印象(Make an Impression)以及說謊(Lie)動作的角色,會承受-4罰值。
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)妳無法使用有著移動特徵的任何動作、行動、自由動作或反應動作。如果有外部力量試圖把你移開當前的位置,那股力量必須跟使妳固定之效果的DC,或固定妳的怪物的相關防禦(通常是強韌DC)進行檢定,看是哪種情況。
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)本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。對角色持冷漠態度的生物完全不在乎該名角色。規則假定生物的態度是冷漠,除非有特別寫明。
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)妳的身體凝固了。妳獲得措手不及狀態並且除了回憶知識(Recall Knowledge)以及那些只需要心靈活動的行為(由GM判斷)外,妳不能動了。
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).
持續傷害(Persistent Damage)持續傷害來自像是酸液或灼燒這樣的地方,會以「X 持續傷害 [類型] 傷害」呈現,「X」代表的是傷害數值,而「類型」代表的是傷害類型。受到持續傷害的時候,在妳每一回合結束時,妳可以進行一次DC20的裸骰檢定,來移除持續傷害。妳每次收到持續傷害時妳都要投傷害骰。免疫、抗力和弱點能應用在持續傷害上。如果有個效果,能立即造成傷害並且還能造成持續傷害,如果妳能把餘下傷害無效,那妳就不會受到持續傷害的影響。
舉個例子,如果有個攻擊,它能造成揮砍傷害,還會造成持續的流血傷害,如果妳把所有揮砍傷害檔掉,那妳也不會受到持續的流血傷害。
妳可以同時受多個持續傷害狀態影響,只要他們的傷害類型不同。如果有多個相同傷害類型的持續傷害影響妳,傷害值較高的那個會輾壓其他數值低的。所有持續傷害的類型是同時發生的,所以如果在你受傷時觸發了什麼,那也只會觸發一次。
持續傷害擁有流血類型,這意味著它只會影響需要鮮血好存活的活物。
如果妳被治療恢復到最大生命值,那流血自動結束。
妳或著一名盟友,可以使用動作協助妳從持續傷害中恢復,像是施放醫療法術,或使用醫學(Medicine)來進行急救(Administer First Aid)對抗流血,撲滅火焰或是洗淨酸液;這麼做會讓該狀態的裸骰檢定DC降成15,並且通常會讓妳立刻進行一次額外的裸骰檢定讓妳結束這持續傷害。這DC的降低會持續到妳移除了持續傷害,或是獲得同樣傷害類型的另一個持續傷害狀態。
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)妳被變成石頭了。妳不能動了,並且妳獲得目盲和耳聾狀態。妳變成一件擁有負載(Bulk)的物體,其負載是妳正常負載的兩倍(石化的中體型生物通常是16,石化的小體型生物通常是8),AC 9、TAC 5,還有硬度 8。這種狀況下,妳在陷入破損(見P,320)狀態前,能承受的傷痕(Dent)數等於1+妳的體質調整值(最小為1)。當妳變回血肉之軀時,妳的HP會等於轉化成雕像前的HP,並扣除妳在變為雕像時所受到的傷痕數(1傷痕扣5點HP)。這最多只能把妳的HP削減到1,而如果妳變成雕像時進入破損狀態,妳會變回來並且HP變成1。如果雕像是被完全摧毀,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.
俯臥(Prone)妳倒在地上。妳在攻擊骰上承受-2環境罰值,但在對抗遠程攻擊的AC上獲得+1加值。妳對近戰攻擊措手不及。妳在俯臥時能使用的移動動作是爬行(Crawl)和站立(Stand)。站起來,俯臥狀態就結束了。如果你是在飛行或攀爬是被擊至俯臥,妳不俯臥,會轉而變成墜落(見P.310的墜落規則)。妳在游泳時不會被擊至俯臥,除非你沉沒到水體的底部。
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)妳在每一輪妳的回合開始時,獲得一個額外動作。有許多效果會具體指出哪些動作類型是妳可以使用的額外動作。如果你從數個來源中獲得了快捷狀態,給你的額外動作可用來執行所有快捷狀態提供的單動作中的任一個。
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)妳被綁縛,所以你幾乎不能動,或是妳被一個生物壓制(pinne)住了。妳獲得固定以及措手不及狀態,並且妳無法做出任何攻擊,或是進行沒有破壞擒抱(Break Grapple)或脫逃(Escape)特徵的行動。拘束狀態會輾壓擒抱(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.
模糊感應(Sensed)當妳對一個生物來說不可見(unseen,見下),但該生物又設法判定出妳的位置時(通常是搜尋動作成功),妳變得(Sensed)。(Sensed)妳的生物對妳來說依然措手不及,但它可以定位並且擊打(Strike)妳,或是使用能針對獨立個體的動作,雖然它需要通過DC11的裸骰檢定,不然該動作不會影響到妳。
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.
噁心(Sick)妳感到身體不適。噁心都有一個數值。妳會在所有檢定上承受與噁心值相等的狀態罰值。妳在噁心時,無法自願攝入(包含藥水)任何東西。妳可以使用動作嘔吐嘗試恢復,這能讓妳進行一次強韌豁免檢定,對抗讓妳噁心的效果的DC。如果成功,妳的噁心值會降低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).
緩慢(Slowed)妳能夠使用的動作變少了。緩慢會有一個數值。當妳在回合開始重獲動作時,把能做的動作數減去緩慢值。在緩慢時妳無法準備一個動作。如果妳是在妳回合中變緩慢,妳不會失去任何動作,直到妳下一回合開始時。
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.
遲鈍(Sluggish)妳的行動變的既笨拙又不準確。遲鈍會有一個數值。當你遲鈍時,妳會在AC、攻擊骰、基於敏捷的檢定以及反射豁免檢定上承受等於遲鈍值的狀態罰值。
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.
震懾(Stunned)妳的身體反應遲鈍。妳不能動了。
Your body is unresponsive. You can’t act.
呆滯(Stupefied)妳的思維和本能陷入朦朧。呆滯會有一個數值。妳在法術骰;法術DC以及基於智力、感知和魅力的檢定上,承受與呆滯值相等的狀態罰值。當妳在呆滯時試圖施法時,法術會被中斷(disrupted),除非妳在法術骰對抗給予妳呆滯狀態效果的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)妳被擊倒了。妳不能動了,並且妳獲得目盲、耳聾和措手不及狀態,並且妳在AC上承受-4的狀態罰值。當妳獲得此狀態,妳會陷入俯臥,而妳會拋下揮舞或持握的物品,除非效果有寫明其他情況,或是妳的GM判斷妳現在的位置不可能讓妳這麼做。妳必須在妳每回合開始時進行復甦豁免檢定(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)本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。對角色不友善的生物會討厭,並且特別不信任該角色。該生物不會答應該角色的要求(Requests)。該角色對該不友善生物說謊(Lie)以及留下印象(Make an Impression)時,會承受-2環境罰值。
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.
不可見(Unseen)當妳對一個生物來說是不可見時,那該名生物完全看不到妳,對妳在哪個地方一無所知,並且無法針對(targeted)妳攻擊,也無法對妳使用針對性(targeted)的法術與效果,但妳仍舊會被區域效果影響。
生物可以試著猜測妳在哪個地方,試圖定位妳,這在P.303有詳細寫出來。當妳對一個生物來說不可見時,該生物對妳來說都是措手不及。生物可以使用搜尋(Seek)動作試著把妳找出來。如果成功,則妳對於它不在是不可見,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.