作者 主题: [Path of War] 流派─愚行 Fool's Errand  (阅读 12390 次)

副标题: 不是擒抱的擒抱,各式可隨行全方向(包括上)位移,流派武器=任意但多徒手武技

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[Path of War] 流派─愚行 Fool's Errand
« 于: 2018-09-04, 周二 14:43:06 »
愚行 Fool's Errand
 傳說中很久很久以前,有個橫空出世的武人向整個武林發下了戰帖。在虐殺了各路高手以後,常勝無敗的他踏著屍山終於成了天下第一。他隨後開始招募徒弟,只要夠膽來學他就敢教。但是他所發下的修行課題實在是無理取鬧,這便嚇走了許多人,而就算那些挺過了此些訓練的武術家,功夫似乎也好不到哪裡去。終於有天某個來為父報仇的俠客打倒他以後,武人的祕密才總算曝光─他其實是個法師,之前的勝利都是靠著隱密魔法與機關詐術。在眾人叫罵之下,法師只是笑道:我這才是武學的巔峰,只知道鍛練身體不砥礪心志永遠不過是莽夫的愚行。
 不負眾望地,某些武術家把這當成是個挑戰,把法師胡亂編湊的修行拿來再利用,從謊言裡開發新的價值。他們拒絕背後的寓意,直接採用鍛練本身的價值,全心全意投入在這既危險又腦弱看起來就不可能完成的修行上。在終於有人成功的把修行的內容融會貫通以後,展現的是一套融合了百家技術與雜亂心法的多變武道,幾乎都可以說是一套正式的流派了。這些武術家在把這些新知識歸納整理成新的武術流派,借法師的嘲諷命名為愚行派並以之為傲。
 愚行派的流派技能是攀爬,流派武器組是所有。
劇透 -   :
In the annals of history, as the story goes, a lone warrior appeared from nowhere and laid down a challenge: stop him.
 He tore a bloody path across the martial arts world, and eventually stood alone, undefeated and surrounded by the broken bodies of his victims.
 Afterwards, the warrior offered to teach his skills to those who dared to learn.
 The seemingly-impossible demands and trials his teachings entailed were offputting to many, and those who managed to succeed became mediocre martial artists at best.
 It was not until he was hunted down by the son of one he had slain that the truth was revealed.
 The warrior was not a martial artist but a mage, and had triumphed in his battles through heavy use of obfuscated magic and hidden items.
 When called out on this falsehood, the mage laughed it off, claiming that his way was the epitome of martial skill—that to train the body instead of the mind was, and always would be, a “fool’s errand.”
 Naturally, some took this as a challenge.
 A group of master martial artists took his “teachings” and repurposed them, finding meaning in the mage’s lies.
 Rather than rewriting his training manuals, they decided to take them at face value, channeling their spite to achieve the dangerous, stupid, and seemingly-impossible.
 After they eventually succeeded, the result was an eclectic mix of pilfered techniques and improbable metaphors that nonetheless resembled a functional style of martial arts.
 The group of masters later compiled their newfound knowledge into new teachings, and christening the discipline the Fool’s Errand, after its inventor’s contemptuous remark.
 Fool’s Errand’s associated skill is Climb, and all weapons are associated weapons of the discipline.

特殊規則
 愚行派在選取及使用上有些特殊規則。

可選流派
 愚行派擷取了各個流派的技術,因此學習起來相對簡易。愚行派的新人常發現,只要稍稍把自己原本的流派武術跟愚行派的技術結合在一起就行了。因此,任何武術家都可以放棄1個可選流派來替換成愚行派。若如此做則同時將攀爬加入本職技能。
劇透 -   :
Fool’s Errand draws on many styles’ techniques, and as such is relatively easy to pick up.
 A student of its teachings often finds that their first step is merely to learn to blend their own arts with those of the discipline.
 As such, any character of any class can access the Fool’s Errand discipline by trading one of their available disciplines for it.
 If they do, they gain Climb as a class skill.
愚行派與徒手打擊
 許多愚行派的武技會要求武術家對目標進行1或多次徒手打擊。作為愚行派武技一部分所進行的徒手打擊,使用武術家的滿BAB,可造成致命或非致命傷,且不引發機會攻擊(如同武術家持有精通徒手打擊專長一般)。角色可以身體的任意部位發動此些徒手打擊,並在傷害骰上獲得完整的力量加值。就算雙手正持握著物品,或是本回合已經以雙手攻擊過,依然可以進行此些徒手打擊。
 在其他方面─判斷職業能力、專長、魔法物品效果等等─這些攻擊被視為一般的徒手打擊。這些效果可以對所有作為愚行派武技一部分所進行的徒手打擊生效,而不僅限於武技所提供的額外攻擊。在角色無法進行武技的額外徒手打擊的場合(例如以遠程武技對觸及外的目標施展碎鋼拳),角色可以在不進行額外徒手打擊的狀態下發動武技。
 角色不得以其他武器的攻擊替代愚行派武技的額外徒手打擊,即使他持有可將武器攻擊視為徒手打擊的能力。不過鐵手套可以自由使用,因為鐵手套的攻擊在規則上視為徒手打擊。
劇透 -   :
Many Fool’s Errand maneuvers direct the initiator to make one or more unarmed strikes against a target.
 Unarmed strikes made as part of Fool’s Errand strikes use the initiator’s highest attack bonus, may deal lethal or nonlethal damage, and do not provoke attacks of opportunity (as if the initiator possessed the Improved Unarmed Strike feat).
 A character may make these attacks with any part of his body, and applies his full Strength bonus on damage rolls.
 They can even make these attacks if their hands are full or if they attacked with each of their hands already this turn.
 In all other ways, these are treated as normal unarmed strikes (including gaining benefits from class features, feats, magic items, and the like).
 These benefits apply to all unarmed strikes made as part of Fool’s Errand strikes, not just additional ones that a strike may grant.
 If the character cannot make their additional unarmed strikes from a Fool’s Errand maneuver (such as if they used the steel-shattering fist maneuver with a ranged weapon against a target outside their reach), they may still initiate the maneuver without making these attacks.
 A character cannot substitute other weapons for the additional unarmed strikes granted by Fool’s Errand maneuvers, even if they have an ability that would normally allow them to use a weapon as if it were an unarmed strike.
 Gauntlets, however, can be used freely, as attacks with gauntlets are considered unarmed strikes by default.

新狀態:纏鎖 Locked
 許多愚行派武技與相關能力允許角色纏鎖目標。你只能纏鎖自己近戰觸及(包括了因為長武或其他效果所延長的)範圍內的生物。纏鎖生物不引發機會攻擊,且雖然纏鎖不是攻擊,在以下情況被視為近戰攻擊:鎖定目標、判斷效果線、計算失手率、以及終結隱形及類似效果時。試圖纏鎖或拉移生物會中斷潛行,但在成功纏鎖後可以重新嘗試潛行(如果你有在被觀察時也能潛行的能力,例如視線躲藏或通過唬騙檢定)。同理,被纏鎖的生物若有相關能力也可以重新嘗試潛行,但就算成功透過潛行檢定也不會使纏鎖結束。
劇透 -   :
Several Fool’s Errand maneuvers and related abilities allow you to lock your target.
 You may only lock creatures within your melee reach (including that of reach weapons or other effects that extend your reach).
 Locking a creature does not provoke attacks of opportunity, and even though it is not an attack, it is treated as a melee attack for the purposes of targeting, line of effect, miss chances, and ending an invisibility spell or similar effects.
 Attempting to lock or drag a creature ends any Stealth you have, though you can still use Stealth after you've locked a creature (if you are otherwise able to do so while observed, such as by having the hide in plain sight ability or making a successful Bluff check).
 Similarly, locked creatures can use Stealth against you if they have a means to do so, through successfully hiding from you using Stealth does not end the lock.
被武術家嘗試纏鎖的生物必須通過反射豁免(DC 12+1/2最高武術家等級+力量調整值或最高武術調整值,兩者取高),否則陷入纏鎖。在判斷提升DC的能力與效果時,將纏鎖視為愚行派武技,且因使用流派武器而提升的DC已計入前述公式中。若你持有可以其他屬性調整近戰攻擊骰或CMB的能力(例如武器熟捻、靈巧戰技等),則可適用該能力的效果,並以新的屬性取代力量或武術調整屬性來影響纏鎖DC。
劇透 -   :
A creature targeted by a character’s lock must succeed at a Reflex save (DC 12 + 1/2 your highest initiator level + your Strength modifier or highest initiation modifier, whichever is higher) or become locked.
 Locking counts as a Fool's Errand maneuver for the purposes of abilities or effects that increase a maneuver's save DC, and the bonus for using a discipline weapon as part of the attempt is already included in the DC.
 If you can substitute another ability modifier for melee attack rolls or CMB checks (such as through the Weapon Finesse or Agile Maneuvers feats, or the soulknife’s Focused Offense blade skill), you may use your that ability instead of your Strength or initiation modifier for determining your lock save DC.
在你纏鎖生物後,該生物在掙脫纏鎖(見下)前無法主動離開當前位置。若你纏鎖了因飛行或其他理由滯空中的生物,該生物停留在空中,不會因此落地。由於這是阻礙移動的效果,受到行動自如法術與類似效果影響的生物無法被纏鎖。你可以自由動作結束纏鎖,且若被纏鎖者脫離你的觸及範圍,纏鎖自動結束。
劇透 -   :
Once you’ve locked a creature, they cannot voluntarily move from their space without escaping the lock (see below).
 If you lock another creature that is flying or otherwise midair, they remain in the air and do not fall.
 As this is an ability that hinders movement, creatures under the effects of a freedom of movement spell or slip the bonds power cannot be locked.
 You can end the lock as a free action, and it automatically ends if the locked creature is no longer within your reach
只要被你纏鎖的所有生物不會脫離你的觸及範圍,你可自由移動。你也可在移動時以半速移動來拉移被纏鎖生物。若你因武技效果而移動,則可將移動距離減半(最短5',即使減半後可能更短)來拉移被纏鎖生物,你依然必須符合該移動的其他條件(例如可以移動的位置,以及終止移動的狀況)。
劇透 -   :
You can move freely as long as each creature you’ve locked remains within your reach, or can drag creatures when you move by moving at half speed.
 If your movement takes place during a maneuver, you can drag creatures by halving the distance you would normally move (to a minimum of 5 feet, even if halving it would result in a lower distance).
 You must still follow all the restrictions of your movement (such as where you can move, or where you must end your movement.)
拉移生物時,他們與你往相同方向移動,並保持與你的相對位置(即使會因此進入有害位置)。若你將生物拉移進他們無法進入的格子(例如牆或其他生物),你必須結束纏鎖、改變移動方向、或停止移動。除此限制之外,你可自由拉移纏鎖生物,不論你與纏鎖生物之間的相對體型與位置如何。纏鎖生物被拉移時的移動不引發機會攻擊,你的移動也不引發纏鎖生物的機會攻擊。若纏鎖生物因為拉移將被移入危險地形時(把無法飛行的生物拉近空中或岩漿等),他們可通過反射豁免來掙脫纏鎖(見下)。若豁免成功,則纏鎖中斷,生物沒有被拉移入危險地形,但在當前位置俯臥。
劇透 -   :
When dragging a creature, they move in the same direction as you, relative to your spaces (even if that movement takes them to a harmful location).
 If you would drag them into a space they cannot enter (such as a wall or that of another creature), you must either relinquish your lock on them, change direction, or stop moving.
 Otherwise, you can freely drag them along with you, regardless of your relative sizes or location.
 The movement of dragged creatures does not provoke attacks of opportunity, and your movement does not provoke attacks of opportunity from creatures you’re dragging.
 If you would drag a creature into a space that can’t support them or a hazardous location (such as the air for a nonflying creature or a pit of lava), they may make a saving throw to escape the lock (see below).
 If they succeed, they are not dragged, escape the lock, and fall prone in their space.
在纏鎖生物的回合,他們在試圖移動時可以嘗試掙脫纏鎖。通過與被纏鎖時相同DC的反射豁免來掙脫,且纏鎖生物在此次豁免上可以力量調整值代替敏捷調整值(但纏鎖發生時的那次豁免不得代替)。成功則掙脫纏鎖並可以正常移動,失敗則依然纏鎖,且失去該次動作,並在判斷能否5'快步時被視為已經移動過。傳送效果可讓生物自動掙脫你的纏鎖,其他使纏鎖生物脫離你的觸及範圍的能力也有同樣效果。不曾嘗試移動的纏鎖生物可在其回合結束時,以自由動作進行反射豁免來掙脫纏鎖。你不得在生物剛脫離纏鎖的同回合內再次纏鎖他們。
 若你陷入無助,則所有被你纏鎖的生物自動掙脫。
劇透 -   :
On its turn, a creature can attempt to escape your lock whenever it tries to move.
 In order to do so, the creature must succeed at a Reflex save with the same DC as when they were locked.
 A creature can use their Strength instead of their Dexterity on this saving throw (but not the one to evade the initial lock).
 Success indicates that the locked creature escapes and can move freely; failure means they remain locked, though their action is still spent (and are treated as having moved, for the purposes of taking 5-foot steps).
 Teleportation effects allow a creature to automatically escape your lock, as do effects that cause you to no longer have the creature within your reach.
 A creature that does not attempt to move during their turn can make a Reflex save against the lock as a free action at the end of that turn.
 You cannot lock a creature in the same turn that it escaped your lock.
 If you become helpless, all of your locked creatures are released.
引述: 邊欄
纏鎖具體來講是個什麼操作? What is Lock?
 就像諸如生命值、AC、攻擊骰等機制,要讓纏鎖能夠運作需要某種程度上的抽象性。在愚行派武技的預設描述中,纏鎖被假定為強力的抓握,但角色具體的纏鎖方式則依玩家、GM或環境而定。角色可能直接上前與目標摔角,也可能以武器的觸及與精湛的技術來限制目標的移動,也可能是放出好大量的殺氣來使目標動彈不得。某些時候,在以特定的方式解釋纏鎖時,可依照GM判斷以意志豁免代替反射豁免,但即使如此,纏鎖依然不是[影響心靈]效果。
 不論具體的纏鎖畫風為何,角色可以纏鎖他能觸及到的任意數量個生物(只要動作足夠)。
劇透 -   :
Similarly to mechanics like hit points, armor class, and attack rolls, there is some amount of necessary abstraction required to make lock function.
 In the default description of Fool’s Errand maneuvers, locking is implied to be a strong grip or hold, but the exact specifics of a character’s lock depends on the player, the GM, and the situation.
 It may be that a character literally wrestles the targets, that they use their reach and skill with a blade to keep their targets from moving freely, or even potentially that their targets are forced into stillness through sheer killing intent.
 In some cases, a particular explanation for locking a creature may warrant a Will save instead of a Reflex save, at the GM’s option.
 Even in such a case, however, locking is not a mind-affecting ability.
 Regardless of how they’re doing it, however, a character can lock as many creatures as they are able to reach (provided they have the actions to do so).
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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武技樓
« 回帖 #1 于: 2018-09-04, 周二 14:43:26 »
武技名類別
簡述
1級
鐵爪握擊技[鎖]正常傷害並可嘗試纏鎖的攻擊。
衡字訣架式精通徒手打擊,可以攀爬代替特技,自由動作自俯臥起身。
控字訣架式[鎖]徒手打擊附帶纏鎖嘗試,纏鎖生物在攻擊你以外目標時攻擊骰承受罰值。[成長]
鎖步應對攀爬檢定與纏鎖生物的攻擊骰對抗,成功則抵銷攻擊。
組合拳擊技2次攻擊骰-2且造成正常傷害的徒手打擊。
旋身拋擊技攀爬檢定對抗CMD來拋擲目標10'並使之俯臥。
2級
閃身切入強化沿著目標鄰格移動,並使之對你下次攻擊措手不及。
十步一殺強化本輪下次近戰攻擊可對30'內任意目標發動。
牽引步伐應對[鎖]機會攻擊命中時發動,立刻嘗試纏鎖目標。
飛旋踢擊技以臨時飛行速度移動後進行正常造成傷害的近戰攻擊。
碎鋼拳擊技以手持武器和徒手打擊各以-2攻擊骰發動1次攻擊,命中時正常造成傷害且無視硬度DR。
3級
金爪握擊技[鎖]進行正常造成傷害的近戰攻擊,然後嘗試纏鎖目標,若成功目標再陷入糾纏。
迫字訣架式[鎖]每輪第1次攻擊時目標措手不及,每輪可以自由動作嘗試纏鎖1次,在機會攻擊命中鄰接目標時可嘗試纏鎖。
卸武奪刀應對以攀爬檢定對抗攻擊骰,成功則抵銷攻擊且可嘗試卸武敵人。
風車旋舞擊技每次攻擊骰-2的1次武器攻擊+2次徒手打擊,每次攻擊前、間、後可移動。
4級
以力縛人應對抵銷行動自如法術與類似能力的效果。
夜深人靜擊技壓制並沉默纏鎖生物。
描頭畫角應對複製並準備1招所見的武技。
龍捲摔強化[鎖]攀爬檢定對抗CMD來拋擲目標30'並使之俯臥,且你可隨之移動,若跟隨則自動纏鎖目標。
5級
輕盈劍舞擊技每次攻擊骰-2的1次武器攻擊+3次徒手打擊,每次攻擊前、間、後可移動。
登字訣架式憑空跑跳。
明晰一刻應對1輪內與1個目標向你發動的所有攻擊骰對抗。
背腹接敵擊技[鎖]對所有鄰接目標發動攻擊,並嘗試纏鎖所有命中目標。
6級
愚人舞步擊技[鎖]全速移動並嘗試纏鎖路徑邊的1個目標,然後進行1次攻擊動作或啟動1個武技。
發字訣架式徒手打擊變成視為近戰的遠程攻擊,且附帶錐狀衝擊波。
無路可逃應對[鎖]阻止目標掙脫纏鎖,或在目標掙脫完移動後(包括傳送)追至目標身旁並再次嘗試纏鎖。
奔雷快舞擊技每次攻擊骰-2的2次武器攻擊+2次徒手打擊,每次攻擊前、間、後可移動。
升空投強化將纏鎖生物扔上天攀爬等級*5',並可跟著跳上天以攻擊或武技將之打落。
7級
神指奪刃強化攀爬檢定來拋擲目標,攀爬檢定來卸武奪刀,再攻擊原目標1次。
雷擊迴響強化使目標在你下回合開始時再受1次本次攻擊的效果(傷害減半)。
全心全靈拳擊技額外造成IL*7點傷害的攻擊,並從目標身後發出一半傷害的30'錐狀震波。
8級
死舞無盡擊技每次攻擊骰-2的3次武器攻擊+3次徒手打擊,每次攻擊前、間、後可移動。
霸字訣架式每輪1次自由動作嘗試纏鎖鄰接生物,AoO附帶纏鎖嘗試,全速拉移,並附帶1個7級以下架式的效果。
破天投擊技攀爬檢定對抗CMD來拋擲目標攀爬等級*100',撞到障礙物受落地傷害後俯臥。
9級
百變無形特殊透過廣泛的武學知識複製其他武技的效果。

鐵爪握 Iron Grip[鎖]
流派:愚行(擊技);等級:1
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 愚行派武術家最基礎的一招就是:用力抓,別放手。此武技的攻擊命中時正常造成傷害,且不論此攻擊命中與否,你可嘗試纏鎖目標。
劇透 -   :
The most basic technique of the Fool’s Errand discipline is simple: grab hold, and don’t let go.
 Make a melee attack.
 It deals weapon damage as normal, and regardless of whether or not your attack hit, you may make a lock attempt against the target.
衡字訣 Lesson I: Balance
流派:愚行(架式);等級:1
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 入門愚行派以後學的第一課是正確的站立方法,透過掌握身心的平衡,武術家即使在亂戰之中也可以穩定地調整步法架式。維持此架式時,你獲得精通徒手打擊專長,可以攀爬檢定替代特技檢定,且可以自由動作不引發機會攻擊地從俯臥狀態起身。若你已持有精通徒手打擊,則改為獲得高等徒手打擊專長,且在判斷其效果時以武術家等級代替BAB,若你的武術家等級低於3,在判斷此專長效果時視為3。
劇透 -   :
The first lesson a Fool’s Errand trainee is taught is merely to stand.
 By learning to balance both your body and your mind, you can calmly proceed through your forms and drills, even in the midst of combat.
 While you maintain this stance, you gain Improved Unarmed Strike as a bonus feat, can make Climb checks in place of Acrobatics checks, and can stand up from the prone position as a free action without provoking attacks of opportunity.
 If you already possess the Improved Unarmed Strike feat, you also gain Greater Unarmed Strike as a bonus feat, using your initiator level instead of your base attack bonus for the purposes of its effect.
 If your initiator level is below 3, treat it as 3 for the purposes of the feat.
控字訣 Lesson II: Control[鎖]
流派:愚行(架式);等級:1
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 愚行派的第二堂課所傳授的是理解並掌握戰鬥流向的方法,使武術家可據此阻斷敵人的移動。維持此架式時,當你以徒手打擊對鄰接的生物造成傷害時,你可嘗試纏鎖該生物。此外,被你纏鎖的生物在對除了你以外的生物發動攻擊時,在攻擊骰上承受-2罰值,此罰值在每4IL時惡化-1。
劇透 -   :
The second important lesson you learned was to understand and tightly grasp the flow of combat to negate the movements of your enemies.
 When you damage an adjacent creature with an unarmed strike while maintaining this stance, you may make a lock attempt against that creature.
 In addition, creatures you have locked take a –2 penalty on attack rolls against creatures other than you. This penalty increases by –1 for every four initiator levels you possess.
鎖步 Lock Step
流派:愚行(應對);等級:1
啟動動作:1個直覺動作
距離:見文
目標:1個纏鎖生物
持續時間:立即
 愚行派武術家見招拆招,阻止敵人自由行動。當你纏鎖的生物發動近戰或遠程攻擊時啟動此武技,進行1次攀爬檢定與該次攻擊骰對抗,若成功則抵銷該次攻擊。
劇透 -   :
You match your enemy’s movements, preventing them from acting freely.
 You can initiate this counter in response to a creature you have locked making a melee or ranged attack.
 Make a Climb check, using your opponent’s attack roll as the DC.
 If you succeed, the attack is negated.
組合拳 One-Two Punch
流派:愚行(擊技);等級:1
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 愚行派武術家的靠著快速步法與迅猛拳路,打出了一對致命連擊。對單1個目標發動2次徒手打擊,每次徒手打擊在攻擊骰上承受-2罰值,命中時正常造成傷害。
劇透 -   :
With quick footwork and equally-quick fists, you deliver a pair of deadly blows.
 Make two unarmed strike attacks against the same target with a –2 penalty on your attack rolls.
 They deal weapon damage as normal.
旋身拋 Whirlwind Sweep
流派:愚行(擊技);等級:1
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 愚行派武術家用勁一轉,掃起敵人的腿並順勢將之拋投而出。指定1個你的觸及範圍內的生物,進行1次與其CMD對抗的攀爬檢定。若成功則你可將目標向任意方向(包括上)投擲10',目標在該方向最後的空格處俯臥(若有的話承受墜落傷害),目標因此武技的移動不引發機會攻擊。
劇透 -   :
You spin, sweeping your target’s legs while at the same time using your momentum to grab and throw them.
 Choose one creature within your reach and make a Climb check with a DC equal to their CMD.
 If you succeed, you may throw the target up to 10 feet in any direction (including up).
 The target falls prone (taking falling damage, if applicable) in the last unoccupied space in that direction.
 Your target’s movement during this strike does not provoke attacks of opportunity.
閃身切入 Bob and Weave
流派:愚行(強化);等級:2
啟動動作:1個迅捷動作
距離:5'
目標:1個鄰接生物
持續時間:立即(見文)
 愚行派武術家鑽進敵人防禦裡的漏洞,並趁隙從死角攻擊。啟動此武技時指定1個鄰接生物,你可不引發機會攻擊地移動到任何與該生物相鄰的空格。以此武技移動時,不得移動超過你速度的距離,但在劃出移動路徑時,可將目標生物所佔據的格子視為空格。不論你有無移動,目標對你本回合向之發動的下1次攻擊措手不及。
劇透 -   :
You duck under your opponent’s guard, delivering an attack in their blind spot.
 When you initiate this boost, choose a creature you are adjacent to.
 You may move to any unoccupied space adjacent to that creature, without provoking attacks of opportunity.
 You cannot move more than your speed in this way (though you can treat the target's space as empty for the purposes of determining how far you moved).
 Regardless of whether or not you moved, the target then becomes flat-footed against your next attack against them this turn.
十步一殺 Death at Ten Paces
流派:愚行(強化);等級:2
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:1回合
 透過洗鍊的技術的超凡的速度,愚行派武術家可以透過風壓來攻擊遠方的敵人。啟動此武技後,你的下1次近戰攻擊或近戰擊技可以對30'內的任1目標發動。即使該擊技原本允許攻擊多個目標,也只能鎖定1個生物。透過此武技發動的攻擊被視為近戰攻擊而非遠程攻擊(故而不會承受向接戰中目標發動攻擊而承受-4罰值等遠程攻擊調整)。
劇透 -   :
Through a combination of immense speed and honed skill, you can use wind pressure to strike a target at a distance.
 After initiating this boost, you can make your next melee strike or melee attack this turn against a target within 30 feet.
 You can only target a single creature, even if the strike would normally affect multiple targets.
 Attacks made under the effects of this boost are treated in all ways as melee attacks, rather than ranged ones (for example, you do not take the normal –4 penalty for shooting into melee).
牽引步伐 Lead and Follow[鎖]
流派:愚行(應對);等級:2
啟動動作:1個直覺動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 若說戰場是舞會,那愚行派武術家便精通所有的舞步,而敵人們則是一竅不通。當你的機會攻擊命中1個生物時啟動此武技,嘗試纏鎖該生物。若纏鎖成功,則目標的移動立刻中斷(不得繼續移動,但動作依然消耗)。
劇透 -   :
Battle is a dance, and you happen to know all the steps.
 Your opponents tend to not.
 You can initiate this counter when you hit a creature with an attack of opportunity.
 Make a lock attempt against that creature.
 If you succeed, their movement is also halted (they do not move, but still spend their action).
飛旋踢 Hurricane Kick
流派:愚行(擊技);等級:2
啟動動作:1個標準動作
距離:近戰攻擊(見文)
目標:1個生物
持續時間:立即
 愚行派武術家用力一跳,在空中旋身飛舞了一段後猛地向下墜擊。啟動此武技後,你可移動至多到你速度的距離,期間視為你持有機動力普通的飛行速度,在移動結束時再對觸及內的生物發動1次近戰攻擊,命中時正常造成傷害。若你的飛行移動在無法支撐你地點結束,則此攻擊會在你落地(正常承受墜落傷害)前發生。若你持有在移動後繼續飛行、滑翔或懸浮的能力,也可保持懸空。在此武技的飛行移動期間,你可以攀爬檢定替代飛行檢定。
劇透 -   :
With a powerful leap and a twist, you take brief flight, before crashing down with a deadly blow.
 As part of initiating this strike, you may move up to your land speed as if you had a fly speed with average maneuverability, then make a melee attack against a creature within your reach at the end of this movement.
 This attack deals weapon damage as normal.
 If your movement ends in a location that cannot support you, your attack occurs before you fall (you take falling damage as normal). If you have a means to fly, glide, or hover after your movement, you may do so.
 You can make Climb checks in place of Fly checks during the movement of this strike.
碎鋼拳 Steel-Shattering Fists
流派:愚行(擊技);等級:2
啟動動作:1個標準動作
距離:近戰或遠程攻擊(見文)
目標:1個生物
持續時間:立即
 透過從木板岩板到鋼板,持續不懈的破板訓練,愚行派武術家掌握了擊破硬物的技術。對單1個目標發動1次武器攻擊與1次徒手打擊,每次攻擊在攻擊骰上承受-2罰值,命中時正常造成傷害,但無視目標的硬度或DR。
劇透 -   :
Ceaseless training breaking boards and shattering plates of stone and steel have taught you how best to strike hard surfaces.
 As part of this strike, make an attack with a weapon you are wielding and an unarmed strike attack, each against the same target.
 You take a –2 penalty on your attack rolls during this strike. Each attack deals weapon damage as normal, ignores hardness, and automatically overcomes damage reduction.
金爪握 Adamantine Grip[鎖]
流派:愚行(擊技);等級:3
先決條件:1個愚行武技
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 在向敵人揮出武器以後,愚行派武術家順勢一把捉了上去。此武技的攻擊命中時正常造成傷害,且不論此攻擊命中與否,你可嘗試纏鎖目標,若成功則目標在掙脫纏鎖前陷入糾纏。
劇透 -   :
After striking with your weapon, you follow with an iron grip.
 Make a melee attack. It deals weapon damage as normal, and regardless of whether or not your attack hit, you may make a lock attempt against the target.
 If your lock attempt is successful, the target also becomes entangled for as long as they remain locked.
迫字訣 Lesson III: Suppression[鎖]
流派:愚行(架式);等級:3
先決條件:1個愚行武技
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 愚行派教授的第三課是在戰場上向敵人施加並保持壓力的方法,不管多麼老練的武人在緊迫不斷的攻勢下終會露出破綻。維持此架式時,每回合你第1次攻擊時目標總是針對該次攻擊措手不及。此外,每輪你可以自由動作嘗試纏鎖鄰接生物1次。你也可嘗試纏鎖被你的機會攻擊擊中的鄰接生物,若該生物的移動因纏鎖被阻斷,則不得繼續移動,但動作依然消耗。
劇透 -   :
The third chapter in your training taught you to assert and maintain pressure on the field of battle.
 You never let up, and your constant assault can unbalance even the most experienced warriors.
 While you maintain this stance, the target of your first attack on each turn becomes flatfooted against that attack.
 In addition, you can make a lock attempt against an adjacent creature once per round as a free action.
 You may also make a lock attempt against any adjacent creature you hit with an attack of opportunity.
 If you interrupt a creature’s movement with a successful lock, they still spend their action.
卸武奪刀 The Best Weapon is Theirs
流派:愚行(應對);等級:3
先決條件:1個愚行武技
啟動動作:1個直覺動作
距離:個人
目標:自己
持續時間:立即
 愚行派武術家雖然擅長徒手肉搏,但也不會忽略武器的重要性─一般來說手刀是不會比鋼劍鋒利的,他們因此發展了一套在空手面對持械敵人時能使戰況一發逆轉的招式。當你成為近戰或遠程攻擊的目標時啟動此武技,進行1次攀爬檢定與該次攻擊骰對抗,若成功則抵銷該次攻擊。在應對近戰攻擊的場合,你可向攻擊者發動1次不引發機會攻擊,且以攀爬檢定替代戰技檢定的卸武戰技。若卸武成功且你至少空著1隻手,則可以搶奪該武器。在成功應對遠程攻擊的場合,你改為接住該次攻擊所用的投擲武器或彈藥(不須卸武)。
劇透 -   :
As a disciple of the Fool’s Errand discipline, you are taught to never rely on your body alone—though you are a deadly weapon, a sword is deadlier.
 You’ve learned to steal the advantage when you find yourself unarmed versus an armed opponent.
 You can initiate this counter in response to a melee or ranged attack being made against you.
 Make a Climb check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated.
 If the attack was made with a melee weapon, you can make a disarm attempt against your attacker, using your Climb check’s result in place of your combat maneuver check.
 This disarm attempt does not provoke an attack of opportunity, and if you successfully disarm your attacker and have a free hand, you may catch the weapon.
 If you used this counter to negate a ranged attack with a weapon, you instead catch that weapon or piece of ammunition (you need not attempt a disarm).
風車旋舞 Windmill Waltz Flurry
流派:愚行(擊技);等級:3
先決條件:1個愚行武技
啟動動作:1個整輪動作
距離:近戰或遠程攻擊(見文)
目標:見文
持續時間:立即
 愚行派武術家在戰場上躍動,同時以兵器及肉體快速打擊敵人。啟動此武技後,進行1次(裝備中的)武器攻擊與2次徒手打擊,每次攻擊在攻擊骰上承受-2罰值,命中時正常造成傷害。這些攻擊可以向任何有效目標(生物、物品、空格等)發動,且能以任意順序進行。每次攻擊後你可不引發機會攻擊地移動5'。另外,在整套攻擊發生前或後,你可移動至多到你速度的距離,這個移動會引發機會攻擊。
劇透 -   :
You dance across the battlefield, delivering a quick series of blows with weapon and body alike.
 As part of this strike, make an attack with a weapon you are wielding and two unarmed strike attacks.
 You take a –2 penalty on your attack rolls during this strike.
 These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order.
 After each attack, you may move up to 5 feet without provoking attacks of opportunity.
 In addition, you may move up to your speed before or after resolving this strike.
 Unlike the previous movement, this movement provokes attacks of opportunity as normal.
以力縛人 Make Them Humble
流派:愚行(應對);等級:4
先決條件:1個愚行武技
啟動動作:1個直覺動作
距離:個人
目標:自己
持續時間:立即
 愚行派武術家理解只要施加足夠的筋力,就算是魔法帶來的優勢也會土崩瓦解。當你的某個能力將被行動自如法術與類似的效果抵銷時啟動此武技,以武術家等級替代施法者等級來對該效果進行1次解除魔法檢定(DC 11+效果CL/ML)。你每有4級攀爬技能便在此檢定上獲得+1加值。若成功則目標效果被解除,你的能力照常生效。若此效果源自物品(例如行動自如戒指),或非法術/靈能的其他來源,則改為壓制目標效果1d4輪。若目標效果沒有CL/ML,以發源者的HD替代之。
劇透 -   :
Your training has shown you that while magic is an advantage, it is not insurmountable if you simply apply enough brute force.
 You can initiate this counter when one of your abilities would be negated by a freedom of movement spell, the slip the bonds power, or effects that replicate either of these effects.
 Make a dispel check (DC 11 + the effect’s caster level or manifester level) against the effect, using your initiator level as your caster level.
 You gain an additional +1 bonus on your dispel check for every 4 Climb ranks you possess.
 If you succeed, the effect is dispelled and your ability functions as normal.
 If the effect originated from an item (such as a ring of freedom of movement) or a non-spell, non-power ability, the effect is instead suppressed for 1d4 rounds.
 If the ability has no caster level, use its originator’s Hit Dice.
夜深人靜 Night Falls
流派:愚行(擊技);等級:4
先決條件:1個愚行武技
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個纏鎖生物
持續時間:立即
 愚行派武術家可不只懂得正面互毆,也很擅長在開打以前一招制敵。對目標受你纏鎖的生物再次嘗試纏鎖,若成功則目標在掙脫纏鎖前陷入壓制與沉默。雖然目標會變得無法移動,但依然可如常消耗移動動作來嘗試掙脫纏鎖,且在嘗試掙脫纏鎖的檢定上不受壓制的罰值影響。若你成功地在同回合內纏鎖並壓制措手不及生物,則該生物無法出聲回應(你有可能安靜地擊倒他)。
劇透 -   :
Open combat is not your only battlefield—you are also adept at ending fights before they start.
 Make a lock attempt against a creature you are already locking. If you succeed, that creature becomes pinned and silenced for as long as they are locked.
 They can attempt to escape the lock as a move action, as normal, even though they cannot actually move (they take no penalty on their checks for being pinned).
 If you successfully pin a flat-footed creature in the same turn that you locked them, they cannot make a sound in response (potentially allowing you to take them down silently).
描頭畫角 The Sincerest Form of Flattery:
流派:愚行(應對);等級:4
先決條件:1個愚行武技
啟動動作:1個直覺動作
距離:個人
目標:自己
持續時間:立即(見文)
 當你目擊其他生物施放武技(但非架式)時啟動此武技。你立刻學會並準備該武技,無視你的可選流派或IL限制。你可以施放該武技1次,隨後會立刻失去之。若你在施放複製武技以前回復或再次啟動了描頭畫腳(透過守望者的擴展防衛能力等),又或是重新準備了武技,則立刻失去複製武技。實際上你等於是用描頭畫腳的武技位去換了複製武技回來。你可以複製的武技等級上限為角色IL所允許的最高+1級。舉例來說9IL的武術家啟動描頭畫腳時最高可複製6級武技。
劇透 -   :
You can initiate this counter in response to a maneuver (not a stance) being initiated by another creature you can see.
 You gain that maneuver as a readied maneuver, regardless of your available disciplines and initiator level.
 You can initiate that maneuver once before losing the knowledge needed to use it.
 If you recover or initiate this counter (such as with the warder’s extended defense ability) or ready new maneuvers before you initiate the copied maneuver, it is expended immediately and lost.
 In effect, you “trade” this maneuver for the copied one.
 You can only copy a maneuver of up to one level higher than the maximum maneuver level a character of your initiator level could learn (for example, if you are initiator level 9th, you can use this counter to copy a maneuver of up to 6th level).
龍捲摔 Tornado Slam[鎖]
流派:愚行(強化);等級:4
先決條件:1個愚行武技
啟動動作:1個迅捷動作
距離:近戰攻擊
目標:1個生物
持續時間:立即
 愚行派武術家猛地把敵人一投而出,接著又緊緊纏上不給對方喘息的空檔。指定1個你的觸及範圍內的生物,進行1次與其CMD對抗的攀爬檢定。若成功則你可將目標向任意方向(包括上)投擲30',目標在該方向最後的空格處俯臥(若有的話承受墜落傷害),你接著可移動到鄰接目標落地點的任意空格,若隨行則你自動纏鎖目標(不得豁免),目標與你因此武技的移動不引發機會攻擊。
劇透 -   :
You deliver a brutal blow that blasts the target away, then give them no respite before following up with further attacks.
 Choose one creature within your reach and make a Climb check with a DC equal to their CMD.
 If you succeed, you may throw the target up to 30 feet in any direction (including up).
 The target falls prone (taking falling damage, if applicable) in the last unoccupied space in that direction, and you may move to any other unoccupied space adjacent to where they landed.
 If you do, you automatically lock them (they receive no saving throw).
 Neither yours nor your target’s movement during this boost provokes attacks of opportunity.
輕盈劍舞 Blade-Dance Ballet
流派:愚行(擊技);等級:5
先決條件:2個愚行武技
啟動動作:1個整輪動作
距離:近戰或遠程攻擊(見文)
目標:見文
持續時間:立即
 在愚行派武術家的兵刃飛舞,緊跟著的是連串的拳打腳踢。啟動此武技後,進行1次(裝備中的)武器攻擊與3次徒手打擊,每次攻擊在攻擊骰上承受-2罰值,命中時正常造成傷害。這些攻擊可以向任何有效目標(生物、物品、空格等)發動,且能以任意順序進行。每次攻擊後你可不引發機會攻擊地移動5'。另外,在整套攻擊發生前或後,你可移動至多到你速度的距離,這個移動會引發機會攻擊。
劇透 -   :
You follow a slash of your sword with several quick jabs or kicks.
 As part of this strike, make an attack with a weapon you are wielding and three unarmed strike attacks.
 You take a –2 penalty on your attack rolls during this strike.
 These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order.
 After each attack, you may move up to 5 feet without provoking attacks of opportunity.
 In addition, you may move up to your speed before or after resolving this strike.
 Unlike the previous movement, this movement provokes attacks of opportunity as normal.
登字訣 Lesson IV: The Ladder舞空術(Ex)
流派:愚行(架式);等級:5
先決條件:2個愚行武技
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 若說第一課學了怎麼站,那麼愚行派的第四課便是講授如何不倒。武術家的嚴苛訓練給了他們攀爬空氣本身的特異能力,可以凌空攀爬蹬跳。維持此架式時,你免疫墜落傷害並獲得特殊的移動方法:
 你可以移動動作來獲得在空中飛躍1/2攀爬等級次的能力。進行飛躍是自由動作,每次飛躍可使你向任意方向移動10'(與飛行速度不同,不會因為高度的升降而獲得/減少移動距離)。進行飛躍時不需要穩定的立足點,你僅靠著筋力與技術就能飛。若你在回合結束時還有剩餘的飛躍次數,則該次數消滅,且你可在下回合開始前保持懸空(但在下回合必須消耗移動動作來獲得新的飛躍次數,否則墜落)。飛躍移動會引發機會攻擊。
 若你啟動/使用了允許你移動至少到你的移動速度的武技/能力(例如風車懸舞或許多衝鋒武技),取代原本的移動,你可改為如同消耗移動動作一般獲得飛躍次數,但依然保留其他與該移動相關的加減值(例如衝鋒時的AB加值與AC罰值)。
劇透 -   :
Your first lesson was how to fall; your fourth lesson is how to not.
 Your intense training has given you the ability to climb the very air, grasping the world with your hands and kicking off with your feet.
 While you maintain this stance, you become immune to falling damage and gain a special mode of movement.

 By spending a move action, you gain the ability to make a number of leaps through the air this turn equal to 1/2 your ranks in the Climb skill.
 Making a leap is a free action, and each leap moves you up to 10 feet in any direction (unlike with a fly speed, you neither gain nor lose distance for moving vertically in this way).
 You need not jump off of a physical object; you can leap off the air through sheer power and skill.
 If you end your turn with leaps remaining, these leaps are expended, and you remain hovering in the air until your next turn (at which point you fall unless you must spend another move action to gain leaps).
 Otherwise, you fall. This movement provokes attacks of opportunity as normal.

 If you initiate a maneuver or use an ability that would allow you to move a distance equal to or greater than your land speed (such as windmill waltz flurry or a strike that includes a charge attack), you may gain leaps as if you had spent a move action rather than making that movement.
 You still gain any other benefits or penalties from the ability in question (such as a charge attack’s bonus on attack rolls and penalty to AC).
明晰一刻 Moment of Mastery
流派:愚行(應對);等級:5
先決條件:2個愚行武技
啟動動作:1個直覺動作
距離:個人
目標:自己
持續時間:1輪
 愚行派武術家以一系列完美的招架徹底地將敵人的攻擊無力化。當你成為近戰或遠程攻擊的目標時啟動此武技,以裝備中的武器發動攻擊骰與敵人的攻擊骰對抗,若勝出則抵銷該次攻擊。你可對該攻擊者1輪內對你發動的每此攻擊重複此過程。
劇透 -   :
You deliver a series of perfectly-placed parries against your foe’s attacks.
 You can initiate this counter in response to a melee or ranged attack being made against you.
 Make an attack roll with a weapon you are wielding.
 If your attack roll is higher than your opponent’s, their attack is negated. You may repeat this process each time that creature attacks you for one round.
背腹接敵 Surround from Within[鎖]
流派:愚行(擊技);等級:5
先決條件:2個愚行武技
啟動動作:1個標準動作
距離:近戰攻擊
目標:鄰接生物
持續時間:立即
 愚行派武術家透過機智的站位使自己闖進能打擊所有敵人的地點。投1次攻擊骰並將其結果與所有鄰接你的敵人之AC對抗,若有命中則正常造成傷害。在攻擊結束後,你可嘗試纏鎖每個被擊中的目標。
劇透 -   :
You cleverly place yourself in a position to strike at all enemies.
 Make a melee attack roll and compare it to the AC of each adjacent opponent.
 If the attack roll hits a target, it deals weapon damage as normal.
 After resolving your attacks, you may make a lock attempt against each target struck.
愚人舞步 Flowing Dance of the Fool[鎖]
流派:愚行(擊技);等級:6
先決條件:2個愚行武技
啟動動作:1個整輪動作
距離:近戰攻擊(見文)
目標:1個生物(見文)
持續時間:立即
 愚行派武術家一陣快步急奔,逼近緊捉敵人並打出一組凶險套招。啟動此武技後,移動至多到你速度的距離,並可在移動路徑上嘗試纏鎖1個觸及內的生物。若纏鎖成功,則你可拉移目標繼續完成移動,且這次移動不受一般拉移纏鎖生物時速度罰值。當移動結束後,你可向纏鎖目標進行1次攻擊動作(例如暴擊專長鍊),或施展1招啟動動作為標準動作的已準備武技,以此法啟動的武技正常耗竭。此武技的移動會引發除鎖纏鎖目標以外的生物的機會攻擊。
劇透 -   :
With a blindingly-fast sprint, you drag an opponent into a vicious combination attack.
 As part of this strike, you may move up to your speed.
 At any point in this movement, you can make a lock attempt against a creature within your reach.
 If you successfully lock them, you drag them along with you without the normal penalty to your movement speed.
 When your movement ends, you can take an attack action (such as Vital Strike) or initiate a readied strike with an initiation action of 1 standard action against that creature.
 If you initiate a strike, it is expended as normal.
 Your movement during this strike provokes attacks of opportunity as normal, except from the target.
發字訣 Lesson V: Expression
流派:愚行(架式);等級:6
先決條件:2個愚行武技
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 愚行派的第五課教門生將之前課程的內容融會貫通,讓武術家學會如何透過打擊空氣產生風壓,並藉以攻擊遠方敵人的技術。維持此架式時,你可進行遠程徒手打擊。你的徒手打擊的射程增量為10',極限射程為增量*5,但在其他方面依然被視為近戰而非遠程攻擊,故而不會承受向接戰中目標發動攻擊而承受-4罰值等遠程攻擊調整,也可透過此武技在遠程施展近戰武技。
 此外,你的每次徒手打擊還會在原目標身後產生15'風壓錐,以最初的攻擊骰對抗錐狀範圍內個別生物的AC來判斷命中與否。錐狀範圍內的生物不會被原攻擊的擊技或強化武技的附加效果所影響,你自己與原目標也不會被這個風壓錐所攻擊。若你以此架式搭配將單體攻擊變成範圍效果的能力(例如忱徒的破滅使命),此架式在每次攻擊只會產生1個風壓錐,發源自離你最近的目標。
劇透 -   :
The fifth lesson you learned expanded on the precepts and concepts of the earlier teachings.
 By striking the air itself, you create a cascade of pressure that delivers your blow beyond your reach.
 While you maintain this stance, you can make unarmed strikes at range.
 Your unarmed strikes have a range increment of 10 feet and a maximum range of five range increments.
 Otherwise, they are treated in all ways as melee attacks rather than ranged ones, allowing you to shoot into melee without taking the normal –4 penalty, or to initiate normally melee strikes at range.
 In addition, each of your unarmed strikes also affects a 15-foot cone through the target (see the Cones sidebar).
 Use the result of the initial attack roll and compare it to the AC of each creature caught within the area to determine if an affected creature is hit.


You do not apply the effects of strikes or boosts to the cone’s effects, and neither you nor the initial target of your unarmed strike is affected by the cone. If you use this stance with an ability that turns the attack into an area of effect (such as a zealot’s destruction augment), each attack makes only one cone, originating from the closest affected creature.
引述: 邊欄
所以這個風壓錐到底要怎麼畫? Cones
 某些愚行派武技允許武術家以攻擊在敵人身後產生風壓錐。風壓錐是錐狀爆發範圍(因此無法轉過牆角),發源自原目標所佔據格子的任一角並向後擴展,跟普通的錐狀範圍同型。風壓錐的擴展方向必須與原目標的方向相同並遠離武術家,但允許向側面擴展。
劇透 -   :
Some Fool’s Errand maneuvers allow an initiator to create cone-shaped areas with their attacks.
 These cones function as cone-shaped bursts (and thus won’t go around corners), start from any corner of the initial target’s square, and widen as they go, as normal for cones.
 They must be aimed away from the initiator in the direction of the target (though they may be aimed to the side, if they wish).
無路可逃 No Escape[鎖]
流派:愚行(應對);等級:6
先決條件:2個愚行武技
啟動動作:1個直覺動作
距離:個人
目標:自己
持續時間:立即
 愚行派武術家迅速地應對敵人的移動,或是重新捕捉或是緊跟而上,他們甚至掌握了使自己與撤退敵人的魔法移動手段同行的密技。當有生物成功以豁免掙脫你的纏鎖或進行會使纏鎖中斷的移動(包括傳送或其他會使生物脫離纏鎖的移動,但不包括以行動自如法術或類似效果使生物免疫纏鎖的情形)時啟動此武技。選擇下列效果之一:
●目標的移動被取消,並仍舊被你纏鎖(動作依然消耗)
●目標成功掙脫纏鎖,但在他的移動結束後,不論具體的移動距離或方式,你可移動到鄰接目標的任意空格(如果目標沒有鄰接的空格則改為最接近目標的空格)處。然後你可以嘗試纏鎖目標。在目標以傳送移動的場合,你也被視為以傳送移動。
劇透 -   :
You swiftly react to your opponent’s movements, redoubling your grip or following their path.
 You have even learned the techniques needed to ride along with a target fleeing through magical methods.
 You can initiate this counter in response to a creature you’re locking succeeding on their saving throw to escape your lock or otherwise taking movement that would cause them to escape your lock (including by teleportation or other effects that would normally escape a lock, but not if they used freedom of movement or a similar effect to outright become immune to your lock).
 Choose one of the following effects:
 Their movement is canceled and they remain locked (their action is still spent).
 They succeed on their roll to escape, and at the end of their movement, you may move to any unoccupied space adjacent to the creature (or the nearest unoccupied space, if there are none adjacent to them), regardless of how far they moved or how they moved.
 Then, you may make a lock attempt against that creature.
 In the case of movement by teleportation, you are also considered to have teleported.
奔雷快舞 Tempest Tango Blitz
流派:愚行(擊技);等級:6
先決條件:2個愚行武技
啟動動作:1個整輪動作
距離:近戰或遠程攻擊(見文)
目標:見文
持續時間:立即
 愚行派武術家組合起徒手搏擊與兵器揮砍,一陣亂舞中殺過敵陣。啟動此武技後,進行2次(裝備中的)武器攻擊與2次徒手打擊,每次攻擊在攻擊骰上承受-2罰值,命中時正常造成傷害。這些攻擊可以向任何有效目標(生物、物品、空格等)發動,且能以任意順序進行。每次攻擊後你可不引發機會攻擊地移動10'。另外,在整套攻擊發生前或後,你可移動至多到你速度的距離,這個移動會引發機會攻擊。
劇透 -   :
You mix attacks with your body and attacks with your weapon to carve a whirling path through your enemies.
 As part of this strike, make two attacks with weapons you are wielding and two unarmed strike attacks.
 You take a –2 penalty on your attack rolls during this strike.
 These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order.
 After each attack, you may move up to 10 feet without provoking attacks of opportunity.
 In addition, you may move up to your speed before or after resolving this strike.
 Unlike the previous movement, this movement provokes attacks of opportunity as normal.
升空投 To the Skies
流派:愚行(強化);等級:6
先決條件:2個愚行武技
啟動動作:1個迅捷動作
距離:近戰觸及
目標:所有纏鎖生物
持續時間:立即
 愚行派武術家猛力一擲,將抓握的所有敵人拋投上天。啟動此武技後,將所有你纏鎖的生物向上投擲你的攀爬技能等級*5'。這些生物脫離你的纏鎖,隨後摔落在地並陷入俯臥,除非該生物具有飛行速度或懸浮的能力。你可緊隨某個被投擲生物起跳,並在空中以你該回合剩餘的動作向他發動攻擊(啟動擊技等)。若成功命中則你擊落目標,不論目標有無飛行速度或懸浮能力,立即墜落並承受墜落傷害。若你不持有飛行速度或懸浮能力,則你也會落下,但不承受墜落傷害。你與所有目標因此武技進行的移動都不引發機會攻擊。
劇透 -   :
With a mighty effort, you entrust those in your grip to the sky.
 When you initiate this boost, you launch each creature you’re locking upwards up to 5 feet for each rank you have in the Climb skill.
 They are no longer locked by you, and fall to the ground (landing prone) unless they have some method of remaining in the air, such as by hovering with a fly speed.
 You may follow one of the launched creatures into the air and immediately attack that creature using any of your remaining actions for your turn (such as by initiating a strike).
 If you successfully hit with an attack, they fall and take falling damage afterwards, regardless of whether or not they have a fly speed.
 You also fall unless you have a way of remaining in the air, though you take no falling damage when using this ability.
 Neither yours nor your targets’ movement during this boost provokes attacks of opportunity.
神指奪刃 Finger of God
流派:愚行(強化);等級:7
先決條件:2個愚行武技
啟動動作:1個迅捷動作
距離:近戰攻擊
目標:1個生物(見文)
持續時間:立即
 戰場上的每把兵器都是愚行派武術家的武器,敵人只是很好心的替他拿著保管而已。指定1個你的觸及範圍內的生物,進行1次與其CMD對抗的攀爬檢定。若成功則你可將目標向任意方向(包括上)投擲IL*5',目標在該方向最後的空格處俯臥(若有的話承受墜落傷害),你接著可移動到鄰接目標落地點的任意空格,目標與你因此武技的移動不引發機會攻擊。若你有空著的手,且在移動路徑(原地點到新地點的直線)間你的觸及範圍內有1把武器,則你可撿起它。若該武器正被其他生物所持用,則你進行通過1次不引發機會攻擊且以攀爬代替CMB的卸武戰技,若成功則奪取之。即使你無法正常使用該武器(體型錯誤、太重無法舉起等),此能力也不會給予你實際操作該武器的能力。在移動結束後,對投擲目標進行1次近戰攻擊(可使用移動間撿起的武器)。
劇透 -   :
Every sword on the battlefield is your weapon, even if your foes happen to be holding them for safekeeping.
 Choose one creature within your reach and make a Climb check with a DC equal to their CMD.
 If you succeed, you may throw the target up to 5 feet per initiator level you possess in any direction (including up).
 The target falls prone (taking falling damage, if applicable) in the last unoccupied space in that direction, and you may move to any other unoccupied space adjacent to where they landed.
 Neither your target’s movement nor your movement during this strike provokes attacks of opportunity.
 If you have a free hand and there is a weapon within your reach at any point during this maneuver’s movement (treat your movement as a straight line to your new space), you may pick that weapon up.
 If that weapon is wielded or worn by a creature, you must succeed at a disarm attempt to grab the weapon.
 This disarm attempt does not provoke an attack of opportunity, and you use a Climb check in place of your combat maneuver check.
 This ability does not give you any special ability to wield or carry the weapon in question if you normally couldn’t (such as if it’s improperly-sized for you or too heavy to lift).
 After you move during this boost, you can make a melee attack against the creature you threw (potentially using the weapon you grabbed during the movement).
雷擊迴響 Lightning Strikes Twice
流派:愚行(強化);等級:7
先決條件:2個愚行武技
啟動動作:1個迅捷動作
距離:見文
目標:1個生物(見文)
持續時間:1輪(見文)
 愚行派武術家的攻擊在敵人的體內震盪迴響,片刻過後再次復發。當你以攻擊命中1個生物時啟動此武技,該生物在你的下回合開始時被該攻擊再次影響。這次新攻擊只造成原攻擊一半的傷害(包括任何額外傷害),但會重複所有的附加效果,例如允許豁免的異常狀態、傳遞的接觸法術、或其他的武技/架式效果等。此武技的效果在新攻擊上不會再次生效。
劇透 -   :
Your blow reverberates through the target’s body, echoing again moments after you strike.
 You can use this boost when you hit a creature with an attack to cause that creature to be struck by your attack again at the start of your next turn.
 They take half the damage they took from the initial attack (including any bonus damage), and are also affected by any additional effects, such a save against a condition, a delivered touch spell, or the effects of a maneuver or stance.
 This boost’s effect is not replicated on the second hit of the attack.
全心全靈拳 Utter Commitment
流派:愚行(擊技);等級:7
先決條件:2個愚行武技
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個生物(見文)
持續時間:立即
 愚行派武術家投注在訓練上的精力與立志超越凡俗的執著使他邁入非人之境,而將這全部濃縮進一拳裡的攻擊足以消滅任何敵人。進行1次徒手打擊,命中時額外造成IL*7點傷害。不論原攻擊命中與否,在目標身後產生30'風壓錐。以最初的攻擊骰對抗錐狀範圍內個別生物的AC來判斷命中與否。錐狀範圍內的生物受原攻擊一半的傷害,你自己與原目標不會被這個風壓錐所攻擊。若你以此架式搭配將單體攻擊變成範圍效果的能力(例如忱徒的破滅使命),此架式在每次攻擊只會產生1個風壓錐,發源自離你最近的目標。
劇透 -   :
Your dedication to your training and determination to exceed has brought you past the normal limits.
 By committing everything to one punch, you can destroy any enemy.
 Make an unarmed strike attack. If it hits, it deals weapon damage as normal plus additional points of damage equal to 7 times your initiator level.
 Regardless of whether or not your attack hits, your attack also affects a 30-foot cone through the target (see the Cones sidebar).
 Use the result of the initial attack roll and compare it to the AC of each creature caught within the area to determine if an affected creature is hit.
 Creatures hit by the cone take half the damage of the initial attack, and neither you nor the initial target of your attack is affected by the cone.
 If you use this strike with an ability that turns the attack into an area of effect (such as a zealot’s destruction augment), it makes only one cone, originating from the closest affected creature.
死舞無盡 Endless Dance of Death
流派:愚行(擊技);等級:8
先決條件:3個愚行武技
啟動動作:1個整輪動作
距離:近戰或遠程攻擊(見文)
目標:見文
持續時間:立即
 愚行派武術家的連擊似乎永無止盡。啟動此武技後,進行3次(裝備中的)武器攻擊與3次徒手打擊,每次攻擊在攻擊骰上承受-2罰值,命中時正常造成傷害。這些攻擊可以向任何有效目標(生物、物品、空格等)發動,且能以任意順序進行。每次攻擊後你可不引發機會攻擊地移動10'。另外,在整套攻擊發生前或後,你可移動至多到你速度的距離,這個移動會引發機會攻擊。
劇透 -   :
There is seemingly no end to your assault.
 As part of this strike, make three attacks with weapons you are wielding and three unarmed strike attacks. You take a –2 penalty on your attack rolls during this strike.
 These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order.
 After each attack, you may move up to 10 feet without provoking attacks of opportunity.
 In addition, you may move up to your speed before or after resolving this strike.
 Unlike the previous movement, this movement provokes attacks of opportunity as normal.
霸字訣 Lesson VI: Supremacy
流派:愚行(架式);等級:8
先決條件:3個愚行武技
啟動動作:1個迅捷動作
距離:個人
目標:自己
持續時間:架式
 掌握了愚行派真髓的武術家,可以流暢地將愚行派的戰法融入與他所研修的其他武術流派中。進入此架式時,選擇1個你已知的7級以下的架式。維持此架式時,你獲得該次要架式的效果。此外,每輪你可以自由動作嘗試纏鎖鄰接生物1次。你也可嘗試纏鎖被你的機會攻擊擊中的鄰接生物,若該生物的移動因纏鎖被阻斷,則不得繼續移動,但動作依然消耗。拉移纏鎖生物不再使你的移動速度減慢。你可以迅捷動作切換次要架式(如同進入新架式一般)。
劇透 -   :
As a master of your art, you can fluidly combine the styles of the Fool’s Errand discipline with the others you’ve studied and trained in.
 When you enter this stance, choose another stance you know of 7th level or lower.
 You gain the benefits of that stance for as long as you maintain this stance.
 In addition, you can make a lock attempt against an adjacent creature once per round as a free action.
 You may also make a lock attempt against any adjacent creature you hit with an attack of opportunity.
 If you interrupt a creature’s movement with a successful lock, they still spend their action.
 Dragging creatures you’ve locked does not penalize your movement speeds.
 You can change the second stance you’re benefiting from as a swift action (as if entering that stance).
破天投 Sky-Shattering Throw
流派:愚行(擊技);等級:8
先決條件:3個愚行武技
啟動動作:1個標準動作
距離:近戰攻擊
目標:1個纏鎖生物
持續時間:立即
 愚行派武術家緊捉敵人後拋投而出,將全身的力量轉換成敵人的動量。指定1個你的觸及範圍內的生物,進行1次與其CMD對抗的攀爬檢定。若成功則你可將目標向任意方向(包括上)投擲至多你的攀爬技能等級*100'。若目標會因此需要移入某個堅實物體(包括地面)或其他生物所佔據的格子,目標停止移動,且他與所撞擊的物體/生物一同受到若落下等同於殘餘投擲距離的高度應受的墜落傷害(上限依然是20d6)。由於這是墜落傷害,因此可被飛行檢定或其他相關能力所減輕。目標接著在停下的格子陷入俯臥。
劇透 -   :
You grip your opponent and throw them, converting all of your strength into their momentum.
 Choose one creature you’re locking and make a Climb check with a DC equal to their CMD.
 If you succeed, you may throw the target up to 100 feet in any direction (including up) for each rank you have in the Climb skill.
 If the target would enter the space of a solid object (including the ground) or another creature, they stop, and both they and the object or creature they collided with take damage as if they had fallen a distance equal to the remaining distance the target would have traveled (up to a maximum of 20d6, as normal).
 This damage is treated as falling damage, and may be reduced by Fly checks or other abilities as normal.
 The target then falls prone in the space they land in.
百變無形 Proof of Victory
流派:愚行(見文);等級:9
先決條件:4個愚行武技
啟動動作:見文
距離:見文
目標:見文
持續時間:見文
 愚行派追本溯源是個"抄"來的流派,門下的武術家見識過世間各地五花八門的戰技,可在時機到來時從這廣泛的武學知識中汲取靈感並臨時創造出致勝一招。你可啟動此武技來複製其他武技(而非架式)的效果,但該武技必須符合下列條件之一:
●出自你至少知道1招武技或架式的流派裡的8級以下的武技。
●出自你不知道任何武技或架式的流派裡的7級以下的武技。
 你依然必須遵守複製武技的使用規則(例如應對武技的啟動時機,或是武技對配合動作的限制等)。複製武技的豁免DC改以這招武技為準,因此提升到19+武術調整值。此外,觀眾難以判斷你究竟使出了哪招武技,通過正常的武術知識DC只會揭露複製武技的相關情報。觀察者的知識檢定結果需要超過DC10或更多,才能察覺你是透過百變無形來複製其他武技的效果。在其他方面,百變無形如同複製的武技一般運作。
劇透 -   :
At its heart, the Fool’s Errand discipline is founded on stolen ideas.
 You have seen and experienced a great many maneuvers and techniques, and in a moment of perfect clarity, you can recall your wealth of knowledge and create a brand new move, if only for a moment.
 You can initiate this maneuver to emulate another maneuver (not a stance) off the following list.
 An 8th-level or lower maneuver of a discipline you know at least one maneuver or stance from.
 A 7th-level or lower maneuver of a discipline you do not know at least one maneuver or stance from.
 You must follow any restriction that maneuver has (such as if a counter is normally initiated in response to something, or if a maneuver has restrictions on what actions it can be taken with).
 The save DCs of any saving throws prompted by the maneuver are determined using this maneuver’s level, and as such are equal to 19 + your initiation modifier.
 In addition, observers trying to identify the exact maneuver you’ve used have great difficulty; a successful Knowledge (martial) check to identify this maneuver only reveals the maneuver it is emulating.
 An observer must beat the DC by 10 or more in order to fully understand what you’ve done.
 In all other ways, this maneuver acts as the maneuver you are emulating.
« 上次编辑: 2018-10-18, 周四 15:03:25 由 Passer556 »
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Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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變體/專長樓
« 回帖 #2 于: 2018-09-04, 周二 14:43:42 »
挑戰者 Contender(拳師變體)
引述: 不屈的拉瑞特─一名挑戰者
別開玩笑了!三打一怎麼能叫公平呢?我要打十個。
有的武人專攻一種流派並將之鍛鍊到完美,他們相信將自己的招式透過無限的訓練使之洗鍊到極限才是強大。其他人覺得這是鬼扯,認為不斷地從戰場上吸收實用的新招式才是正道。挑戰者就是後者那種武人。他們可能會有自己偏好的專精戰鬥風格,但挑戰者的強悍之處在於透過廣泛的知識與經驗,將這些殘破的招式整合成一套見敵必殺的威猛武術。

武技
 挑戰者在開始遊戲時學會3招武技。挑戰者的可選流派為:愚行與兩個任意流派。在他學會某個武技後,必須先準備該武技才能啟動(詳見下面的準備武術)。挑戰者的武技除非特別註明否則是特異能力。他啟動武技時不引發機會攻擊,武技也不受法術抗性影響。
 他隨著等級提升學會新武技,詳見變體武技進程。挑戰者每級可選取最高級武技也受前表所限,但此限制不影響他透過其他手段(例如高等學習專長或進階職業)獲得的武技。他必須達成武技的先決條件才能學習之,詳見系統及用法。
 當挑戰者達到武術家等級4以及之後每個偶數武術家等級時,他可以選擇學習一個新武技替代一個已知武技。或說他失去一個舊武技來學習一個新武技。他可以學習符合武術家等級限制的任意等級的新武技,不需要與被替換掉的舊武技同級。每個等級挑戰者只可以這個方式替換一個武技。挑戰者的武術調整值是感知,且每個挑戰者等級都算是完整的武術家等級。

準備武技
 挑戰者在開始遊戲時可以準備起始3招武技裡面的3招,當隨著等級提升可準備的武技量增加時,他必須選擇要準備哪些武技。挑戰者透過演武10分鐘來準備武技。他準備的武技維持被準備的狀態直到他重複這個過程來準備新的武技;挑戰者準備武技前不需要睡眠或長期休息,只要他用10分鐘運功,他就可以改變他準備的武技。他不能重複準備相同的武技。遭遇開始時挑戰者所有的武技未耗竭,不論在他準備了那些武技以後使用過它們多少次。每當挑戰者啟動某一武技,該武技在當前遭遇耗竭,所以除非回復耗竭武技(見下),每個武技在每場遭遇只能使用一次。
 挑戰者可以透過下列兩個方式回復武技:他可以1個標準動作歇息來回復1招武技,或是發動他的奇襲能力(見下)來回復武技。

已知架式
 挑戰者在開始遊戲時學會1種出自他的可選流派的架式。在4級、7級、11級、13級時他學會新的架式,可選架式的等級上限如變體武技進程所示。不像武技,架式永不耗竭且不需要準備。所有的已知架式隨時都可以使用,而挑戰者可以用一個迅捷動作改變當前架式。除非特別註明架式都是特異能力。不像武技,挑戰者不能用新架式替換舊架式。
 此能力取代了拳師的震盪擊、王霸拳、皇霸拳、5, 11, 14, 20級時獲得的獎勵專長。

奇襲 Ambush(Ex)
 挑戰者的戰鬥風格以站位為核心,不論是他自己的還是敵人的都要講究。透過攻擊敵人的弱點,他可以迫使對手配合自己的節奏來戰鬥。每當挑戰者擊中或纏鎖某個在AC上失去敏捷加值(不論這個加值存在與否)或挑戰者所夾擊的目標時,他可回復1招耗竭武技。挑戰者不得以此能力回復他在上回合結束後啟動的武技。1級起,挑戰者每輪可使用此能力1次,4級以及之後每4級時,每輪能使用此能力的次數增加1次。

千招百式(Ex)
 挑戰者在戰鬥生涯中收集了許多千奇百怪的伎倆花招,他也很擅長將這些雜亂無章的武技結合起來應對當前的敵人。當挑戰者使用千招百式時,他可選擇臨時學習並準備1招新武技(但不能是架式)而非戰鬥專長,此臨時武技的等級不得高於變體武技進程表所限制的最高等級。此臨時武技立刻替換掉他已準備的某招武技,若替換武技已耗竭,則臨時武技在替換後也會耗竭。當他啟動或因故耗竭了臨時武技後,挑戰者可選擇遺忘之,將臨時武技換回替換武技。不然在1分鐘後也會自動遺忘臨時武技並替換回來。
 挑戰者可自他至少學會1招挑戰者武技的流派中學習臨時武技,但依然必須滿足先決條件。
 此能力改變了拳師的千招百式,但不因此與其他改變千招百式的變體衝突。
 範例:
劇透 -   :
拉瑞特的挑戰者可選流派為愚行、鋼蛇、蟠龍,所以他能用千招百式從這3個流派裡學習臨時武技。拉瑞特用高等學習專長把1招融素派的武技加入挑戰者武技表中以後,他也可以千招百式學習臨時融素派武技。若拉瑞特又透過指定疊加挑戰者武術家等級的進階職業獲得更多流派的武技,則他可透過千招百式學會更多流派的臨時武技。

纏鎖柔拳 Point of Contention(Ex)
 挑戰者十分擅長掌握戰鬥的流向與敵人的移動。2級起,每當挑戰者以近戰攻擊命中鄰接生物時,他可以(回合外)自由動作嘗試纏鎖目標。2級時挑戰者每輪可使用此能力1次,8級起2次,15級起3次。
 當挑戰者移動時,他可放棄自己的移動來改為移動他所纏鎖的所有生物,距離至多到挑戰者可以纏鎖拉移這些生物的最遠距離。纏鎖生物在移動結束後必須依然位於挑戰者的觸及範圍內,且必須有移動到新位置的合理路徑(舉例來說,不得穿牆或穿越其他生物)。這些移動不引發機會攻擊。挑戰者不得以此能力放棄被迫的移動(例如被衝撞),只可放棄自己主動的移動。
 此能力取代了拳師的連打。

招式訓練(Ex)
 挑戰者將纏鎖加入招式訓練的選項中。當選擇纏鎖時,將原本會提供給CMB/CMD的加值改為提供給纏鎖DC/抵抗纏鎖的豁免骰上。
 此能力改變了拳師的招式訓練,但不因此與其他改變招式訓練的變體衝突。

夜驚 Night Terror(俠客變體)
引述: 放倒獵物時的怪人禿鷹男
......
有的俠客精通的伏擊暗算之道。夜驚藏身於屋頂巷弄之中,就像在街道上出沒的鬼魂一般─毫無預警地現身,轉眼間又在黑影裡消失無蹤。對他們而言,隱蔽及驚荒是與拳腳及刀刃相同的武器,夜驚在戰勝敵人前誓不罷休。

武技
 夜驚在開始遊戲時學會3招武技。夜驚的可選流派為:恆衛、愚行、嵐雨、月朧。在他學會某個武技後,必須先準備該武技才能啟動(詳見下面的準備武術)。夜驚的武技除非特別註明否則是特異能力。他啟動武技時不引發機會攻擊,武技也不受法術抗性影響。
 他隨著等級提升學會新武技,詳見變體武技進程。夜驚每級可選取最高級武技也受前表所限,但此限制不影響他透過其他手段(例如高等學習專長或進階職業)獲得的武技。他必須達成武技的先決條件才能學習之,詳見系統及用法。
 當夜驚達到武術家等級4以及之後每個偶數武術家等級時,他可以選擇學習一個新武技替代一個已知武技。或說他失去一個舊武技來學習一個新武技。他可以學習符合武術家等級限制的任意等級的新武技,不需要與被替換掉的舊武技同級。每個等級夜驚只可以這個方式替換一個武技。夜驚的武術調整值是魅力,且每個夜驚等級都算是完整的武術家等級。另外,夜驚也改為以魅力調整他獲得的一般受智力或感知調整的俠客能力。

準備武技
 夜驚在開始遊戲時可以準備起始3招武技裡面的3招,當隨著等級提升可準備的武技量增加時,他必須選擇要準備哪些武技。夜驚透過冥想反思其使命或演武10分鐘來準備武技。他準備的武技維持被準備的狀態直到他重複這個過程來準備新的武技;夜驚準備武技前不需要睡眠或長期休息,只要他用10分鐘運功,他就可以改變他準備的武技。他不能重複準備相同的武技。遭遇開始時夜驚所有的武技未耗竭,不論在他準備了那些武技以後使用過它們多少次。每當夜驚啟動某一武技,該武技在當前遭遇耗竭,所以除非回復耗竭武技(見下),每個武技在每場遭遇只能使用一次。
 夜驚可以透過下列兩個方式回復武技:他可以1個標準動作檢視情況調整戰術來回復1招武技,或是以1個整輪動作轉進來準備新的偷襲,獲得視線躲藏的能力1輪,且可進行潛行檢定並移動至多到自己速度的距離。若如此做則夜驚回復武術調整值(至少為2)招武技。在使用此能力時夜驚的潛行檢定不會因為移動承受罰值,且移動距離不會因為拉移纏鎖生物而減短。

已知架式
 夜驚在開始遊戲時學會1種出自他的可選流派的架式。在4級、7級、11級、13級時他學會新的架式,可選架式的等級上限如變體武技進程所示。不像武技,架式永不耗竭且不需要準備。所有的已知架式隨時都可以使用,而夜驚可以用一個迅捷動作改變當前架式。除非特別註明架式都是特異能力。不像武技,夜驚不能用新架式替換舊架式。
 此能力取代了俠客在4, 8, 16, 20級時獲得的俠客天賦,但不因此與其他影響俠客天賦的變體衝突,除非會因此無法在相應的等級失去俠客天賦。

俠客之道(Ex)
 夜驚的俠客之道是詭秘獵手。但與一般的詭秘獵手不同,夜驚的暗襲傷害骰在1級也為1d8,但在4級以及之後每4級才會成長+1d8。每當夜驚的近戰攻擊可對敵人造成暗襲傷害時,他可放棄此額外傷害來改為嘗試纏鎖該敵人。若如此做則該次纏鎖的豁免DC上獲得等於暗襲傷害骰數的加值。若該纏鎖成功,則他在判斷其他俠客天賦或職業能力的效果時,視為已對目標造成暗襲傷害。
 此能力改變了俠客的俠客之道。

佈景戰鬥 Improvisational Expert(Ex)
 夜驚是應用戰場的專家,擅長以隨手可見的物品造成致命傷害,或是透過環境達成驚人之舉。1級起,夜驚擅長臨時武器,因此在以臨時武器攻擊時不承受-4罰值,在判斷天武護符等影響徒手打擊的物品的效果時,將臨時武器視為徒手打擊。
 8級起,就連場景也是夜驚的武器,他可以觸及內的無主物發動攻擊,如同正持握著該無主物一般,不論夜驚當時是否有空手或持握著什麼。此能力只允許夜驚使用身邊的物品攻擊,而不提供額外的攻擊次數,在判斷TWF時也不算有多出來的"手"。
 15級起,夜驚精通了佈景戰鬥術,他可透過扔出或彈撞周遭物品的方式來攻擊敵人,他可以30'內的任意無主物向鄰接或共用該無主物所佔據格子的敵人發動攻擊。這被視為投擲武器遠程攻擊,但夜驚並不需要持握該無主物,此攻擊也不會承受射擊接戰中目標的-4罰值,且在判斷掩護與遮蔽時將無主物的所在地視為攻擊的發源點。夜驚必須同時與無主物及目標持有效果線才能發動這種攻擊。

夜驚天賦 Night Terror Talents(Ex)
 夜驚將下列天賦加入可選俠客天賦表中。此外,夜驚可以從復仇騎士專用天賦中選取:戰鬥技巧、復仇之拳、重裝訓練、打倒一切、打不死。
 此能力改變了俠客的俠客天賦,但不因此與其他影響俠客天賦的變體衝突。
劇透 -  夜驚天賦 :
流派專攻 Discipline Focus:夜驚無視先決條件地以獎勵專長的形式獲得流派專攻,專攻流派必須是他的可選流派。即使他在該流派中知道的武技少於3個,依然可以獲得該專長的效果。

無聲空揮 Just the Wind[需要夜驚等級6]:若夜驚在攻擊未察覺生物時失手,他可立刻進行1次潛行檢定來與可能察覺攻擊的敵人中察覺最高者的察覺檢定對抗,成功則敵人沒有察覺這次攻擊。

巧手魔術 Magic Tricks:夜驚以獎勵專長的形式獲得即時備戰,並將銀湧加入可選流派中。由於夜驚擅長臨時武器,他可以即時備戰拔出他身上的任何物品,包括煉金道具與魔法物品。若持有此天賦的夜驚以煉金道具或裝了接觸或傷口毒藥的瓶子作為臨時近戰武器使用,目標也會承受該物品原本的效果(濺射武器照常對目標的周圍造成濺射傷害,但夜驚不受此傷害影響)。若該物品是消耗品,則正常消耗。

釘牆 Pin to the Wall*[需要捕縛天賦]:當夜驚以遠程武器對目標造成暗襲傷害時,他可放棄此額外傷害來改為嘗試纏鎖該敵人。若該纏鎖成功,則他視為對目標使用了捕縛天賦,且在判斷其他俠客天賦或職業能力的效果時,視為已對目標造成暗襲傷害。

無聲擊倒 Silent Takedown[需要夜驚等級4]:當夜驚成功在放棄暗襲傷害後纏鎖敵人時,目標在掙脫纏鎖前無法說話。這使得目標無法呼救,施放帶有語言成分的法術,或任何其他需要說話的能力。

追獵技藝(Ex或Su):夜驚選取1個追獵者的追獵技藝。若該技藝會影響致命強襲,則改為影響暗襲,且該技藝視為帶有*號的俠客天賦。夜驚必須要透過其他手段獲得氣池以後,才能選取會消耗氣的追獵技藝。透過此天賦選取的追獵技藝不能滿足額外追獵技藝的先決條件。

捕縛 Stay Put*:當夜驚成功透過武器纏鎖生物時(例如透過放棄暗襲),他可以放下該武器來使目標被纏鎖在當前格子無法移動。夜驚從此不被視為正在纏鎖該生物,因此無法拉移之。但捕縛生物依然必須掙脫捕縛(DC與夜驚的纏鎖相同)後方能移動。若掙脫成功,該生物可連帶撿起並裝備用來捕縛他的武器,這麼做不消耗動作也不引發機會攻擊。捕縛的效果只有最基本的纏鎖,並不會附加其他效果(例如夜深人靜武技的壓制與沉默)。

專長
引用
愚行之構 Fool’s Errand Style(戰鬥,流派)
你能進一步削弱纏鎖的敵人。
先決條件:攀爬3級,已知1個愚行架式。
效果:當你向你纏鎖的生物發動攻擊時,你可放棄該次攻擊,改為使目標噁心或糾纏1輪,連續發動此效果不會使狀態時間延長(但可以疊加兩種狀態)。此外,每輪你可以自由動作嘗試纏鎖鄰接生物1次。

愚行學士 Fool’s Errand Scholar(戰鬥)
你的研究使你學會了多種多樣的戰法。
先決條件:愚行之構,攀爬7级。
效果:當你啟動愚行之構時,選擇1個你滿足先決條件的戰鬥專長。你在愚行之構生效的期間內獲得該專長的效果。若該專長有每日使用次數限制(例如震懾拳),或是提供資源(例如額外氣池),則每次使用/消耗時都會計入該專長的限額,即使你之後重新取得該專長。在每場遭遇中,你只能以愚行學士獲得1個特定專長的效果,即使你解除愚行之構後再重新啟動,也只會重新獲得最初選擇的專長。

愚行師範 Fool’s Errand Sensei(戰鬥)
你掌握了許多愚行派的密技。
先決條件:愚行之構,愚行學士,攀爬11级。
效果:你在戰鬥中獲得下列2種特殊行動:
●斷招 Combo Breaker(Ex):當你被攻擊命中而承受傷害後,以直覺動作耗竭1招準備武技,以裝備中的武器進行1次攻擊骰,當回合來自該敵人的其他攻擊(包括接觸攻擊)必須與你的攻擊骰結果而非AC對抗。
●挺龍拳 Rising Dragon Fist(Ex):當你俯臥時,以迅捷動作耗竭1招準備武技,立即起身並使1個鄰接生物對你當回合的下次攻擊措手不及。
銀爪握 Quicksilver Grip(戰鬥)
你的抓握纏如水銀,鎖如精鋼。
先決條件:即時備戰,已知2個愚行武技,已知2個銀湧武技。
效果:當你以武器擊中你纏鎖的生物後,你可收起該武器。你的未出鞘武器威脅你纏鎖的所有生物,且在向纏鎖生物發動機會攻擊時可連帶拔出武器。此外,在融合了兩家精華以後,你的銀湧派超自然武技可被視為特異能力。

融素痕 Vortex Rush(戰鬥)
你在戰場上以奔騰能量畫出了無數軌跡。
先決條件:已知2個愚行武技,已知2個融素武技。
效果:維持融素派架式期間,每當你透過武技或戰技移動,或以武技或戰技迫使其他生物移動(包括拉移纏鎖生物)時,你與這些生物會在移動時路經的格子上留下能量軌跡。進入或通過含有軌跡的格子會受到等於你武術調整值點能量傷害,傷害類型與你的活躍元素相應。每個生物只會在每1次動作時受到來自能量軌跡的傷害1次;舉例來說若某生物被你來回拉移穿過某條能量軌跡數次,他也只會受到1次傷害。此專長產生的所有能量軌跡被視為同1條軌跡的不同部分,且在存續1輪後消滅。你不會受自己的能量軌跡所傷,且可以自由動作隨意啟動/壓制此能力。這是個超自然能力。
« 上次编辑: 2018-10-18, 周四 15:47:11 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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門派樓
« 回帖 #3 于: 2018-09-04, 周二 14:44:14 »
傻人會 The Fellowship of Fools

陣營:任意

徽章:書頁撕裂的法術書

流派:愚行 Fool's Errand

誓言:傻人會的組織架構基本上不存在,僅有的那幾條會規也只提到了會員間交流的原則以及傳播知識這個大方針。因此傻子入會時所發下的具體誓言因人而異,但總是會包含一個核心信念:有人敢學我就教。

 跟其他的組織不太相同的地方是,傻人會並不忌諱會員同時加入其他的團體,只要能繼續遵守誓言便成。

結盟獎勵:傻人會的基本訓練包含了大量研習魔法與武術相關的知識,因此傻子總是可在辨識法術/靈能/武技的法術辨識或知識檢定上取10,即使當時他分心了或是正被威脅。

 破誓或脫離傻人會的傻子並不會失去任何能力,但可能會被其他會員報復。

詳述:傻人會這一組織可以追溯到最初將愚行派整理成如今這般正統流派的幾名武術大師身上。這是個主要以師徒關係組成的鬆散團體,除了自己贏來的敬意以外會員之間並沒有什麼權力結構。傻人會的核心信念為:只要人有意願學習,那麼不論他的出身背景個性目的,都應該允許他學習。個別的師傅可以另外規範學生的行為(尤其是跟學術或政治上的對手的交流方式),但傻人會不樂見刻意不與盟友分享知識的行為。

 實際上,傻人會與其說是一個整體的組織,更像是許多小學派的聯盟。這些學派透過互相分享武學技藝來進行交流,而雖然會內的某些個人或學派可能藏著一些密技或禁招,一般來說若有個傻子懂得某招武術,其他的傻子多半也學過。而不論在傻人會裡是擔當師傅還是學徒的角色,所有的傻子都應該勤學不倦,勤練不止,直到思想昏聵動彈不得為止。此外,傻人會期待新人帶進新的知識,就算只是學生的天外奇想也好。因此傻人會裡流傳的武術不停地在進化,傻子之間也不乏競賽,一面比劃一面攀上完美的高峰。

 雖然門派徽章跟創建故事給人一種仇視法師的印象,傻人會其實並不排斥法師或其他施法者的加入。雖然不排斥法術本身,但傻人會卻相當排斥傲慢的施法者:許多傻子以自己的功夫為傲,但假如你不是將法術融合進武術之中,而是以傻子們認為不光彩的魔法"陰招"來取勝的話,可能會發現自己在會裡樹敵眾多。

常見工作:傻人會的傻子既是師傅也是學徒,具體的工作依自己師承的對象而異,但出門冒險的傻子被期待去特地學習新技術並將之融入自己的武道中。而學派之間複雜的恩怨情仇也導致了小規模的衝突或"學派大戰"不時發生,雖然這些打鬧通常不會搞到血流成河,但傻子們被期待為自己的所屬學派出戰。最後,即使被強迫退會是很罕見的事情(破誓都不一定會被退會),有的傻子會因為無端殺害其他傻子或惡意誤導學徒而被列入黑名單,這些會員可能會被其他值得信賴的傻子(永久地)處分掉。

提供服務:傻人會沒有中央結構,因此能獲得的服務也是因地而異。通常傻子可以指望其他會員提供食宿與學問,但除此之外的服務端看提供者的心情或特長。會規只說了至少提供必需品,但傻人會內部也有盤根錯節的人情網絡,必要時也可賣/討個人情來獲取所需。
« 上次编辑: 2018-10-19, 周五 22:17:19 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: [Path of War] 流派─愚行 Fool's Errand
« 回帖 #4 于: 2018-10-19, 周五 14:50:31 »
愚行派的擴展專書 Divergent Paths - Fools Errand 至此完工,照例求糾錯及譯名建議。

特異能力的定義到底是什麼。

下周起的下集預告:怪物職業─梟熊。為什麼?沒有為什麼。
« 上次编辑: 2018-11-29, 周四 13:49:14 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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  • 努力的新人
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  • 好像過了能自稱新人的時期了
Re: [Path of War] 流派─愚行 Fool's Errand
« 回帖 #5 于: 2018-10-19, 周五 17:14:18 »
在背景和設定上意外帶感的流派呢,來放進世界觀玩玩。
現代忍法戰鬥TRPG忍神
規則介紹與新人導航
繁簡中全書漢化
Roll20平台忍神教學

星之河多媒體LOG計畫:盡力運用論壇排版,轉製Roll20跑團元素為Log(卷死自己)
EP.0 - 繁星所向
EP.1 - 原點