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【FAQ】绪论、GM判定、种族与职业(2016.11.25)
« 回帖 #1 于: 2014-05-08, 周四 09:32:57 »
概论 (General)


Alternate Ability Score-Based Checks: If I change the key ability score of a skill (or other check), for example, if I change Knowledge from Intelligence to Charisma, is it no-longer an Intelligence-based check? Is it now a Charisma-based check?
Generally yes—at the time of rolling a check, if you substitute the ability score, the check is now based on the new ability score. In the example, at the time of rolling, Knowledge would now be a Charisma-based skill and not an Intelligence-based skill for you, which would affect things like feats, spells, or items that grant bonuses on checks based on their key ability score (like circlet of persuasion). However, if you are adding a second ability modifier to a check, this is not the case. For instance, when adding both Wisdom and Dexterity on initiative checks, initiative is still a Dexterity check, not a Wisdom check. Also, this changes the check only at the time of rolling, so this does not change static class features or options made during character building such as your class’s class skills. Classes that receive “all Intelligence-based skills” as class skills, for instance, are the victim of sloppy writing, and furthermore sometimes effects might muddy the water by only changing the ability dependency sometimes and not others, which is why you check the new dependency only for a specific given roll.

同一属性的属性修正能叠加吗?更具体地举例,来自两个不同效果的相同属性修正能在同一次检定中叠加吗?
  不!属性加值,比如说“力量加值”,被视为同一类型的加值而不能重复计算。尽管你还是可以将“等同魅力修正的偏斜加值”与“魅力修正”进行叠加的。不过,像圣骑士“神恩”中“在所有豁免上获得等同魅力加值(若有)的奖励”,该类无名加值将被视为“魅力加值(若有)”,其他“等同属性加值”的无名加值也同样处理。

进阶职业诡术师 (CRB P.378) 的〖奇袭施法 (Surprise Spells)〗职业特性该分别如何应用于『火球术』和『魔法飞弹』一类的法术?

  〖奇袭施法〗职业特性允许诡术师将偷袭伤害骰加到对措手不及的敌人施展的伤害性法术上。该伤害每个法术仅应用一次。对『火球术』而言,其作用于整个区域,每个目标拥有一次豁免机会来将伤害减半 (包括偷袭伤害)。对『魔法飞弹』而言,额外伤害仅作用于1颗飞弹,在施法者施展法术时决定。

睡眠:如果角色整夜不睡,将会遭受怎样的不利?

  角色将陷入疲乏。

  【速查】疲乏 (Fatigued):疲乏的角色无法奔跑或冲锋,并且力量和敏捷-2。疲乏角色在进行一些通常会让人陷入疲乏状态的行为之后会陷入力竭。在8小时完全休息后,疲乏的角色就不再疲乏。

Temporary Ability Score Increases and Monster Abilities: Do these affect the DCs of monster and PC supernatural abilities based on those ability scores?
Although the description of temporarily ability score bonuses just refers to increasing spell DCs, that is a legacy of some older game terminology not being updated as new features were added to the rules. Temporary ability score increases should affect supernatural ability DCs based on those ability scores, such as a medusa's gaze attack or a witch's hexes.

临时属性提升和怪物能力:这会影响怪物和PC基于对应属性的超自然能力DC吗?

  尽管临时属性加值提升的描述中仅提及了法术DC的提升,有一些约定俗成的内容就未在文本中另行强调。临时属性加值提升应影响基于该属性的超自然能力DC,譬如美杜莎的凝视攻击或女巫的巫术。

临时属性提升与永久属性提升:为何前者仅作用于较少的地方?

  如同永久属性加值一样,临时属性加值应作用于任何与属性值有关的地方。书中对应章节处由于版面紧张,并不足以列出每项属性的提升分别将影响哪些具体事项。临时属性加值规则的用意,在于不必让你每次获得『牛之力量』类似法术时都要重建角色;它仅简述了与该属性联系最紧密的那些游戏效果。

  举例而言,大多数场合下你都是在战斗中获得『牛之力量』,所以书中有写“基于力量的技能检定、近战攻击检定、基于力量的武器伤害检定、CMB和CMD”。书中没有明文提及,使用敏捷代替力量属性的攻击检定 (如使用「武器娴熟」专长),以及力量加值需要减半或加倍 (如副手或双手使用武器) 的情形要如何处理。你通常不会用1分钟/CL级的法术来提升负载能力,因此也未提及;但临时属性加值应该作用于此,还有用来破门的力量属性检定,等等。

  可以类比怪物构建中的“快速规则”和“重建规则”;它们所创造的怪物在数据上是等效的,但快速规则相比重建规则减少了很多繁琐的细节处理。类似的,临时属性加值是提高游戏速度的快捷手段,并非应用加值最精确的手段。

  临时属性提升应该如同永久属性提升一样,影响所有相关的数据和检定。



GM判定 (GM Rules)


同伴/盟友 (ally):我可以算作我自己的同伴吗?

  可,除非有描述专门指出不可,或是这样做不合常理。因此,“你的同伴”几乎总是等同于“你和你的同伴(们)”。

能量吸取:这视为即死效果吗?

  能量吸取不属于即死效果。

  不死生物免疫即死效果和能量吸取,它们是独立的两种东西。核心规则中的即死效果描述中未提及负向等级或能量吸取。“能量吸取和负向等级”在核心规则中往往被同列,但这并不意味着能量吸取是即死攻击的一种类型。

  『防死结界』给予你抵抗即死法术和魔法即死效果时的豁免加值,并让你在法术效果期间免疫能量吸取、无视负向等级带来的不利。

  因此规则把能量吸取和即死效果视为不同的东西。举例而言,如果你免疫即死效果,你未必同样免疫能量吸取。

火焰免疫:具有此能力的生物是否自动视为寒冷易伤?

  否。免疫火焰的生物 (譬如巴洛炎魔) 不应自动视为寒冷易伤。类似的,免疫寒冷的生物也不应被自动视为火焰易伤。(注意这与生物带有的火焰或寒冷亚种不同,上述亚种确实会自动对相反的能量类型易伤。)

  不幸的是核心规则书沿袭了DND3R的描述,注明火焰免疫自动寒冷易伤,反之亦然。这将在下一版核心规则书中加以修正。

  更新:能量免疫和易伤部分,删去“如果生物免疫火焰,它同时对寒冷易伤。如果生物免疫寒冷,它同时对火焰易伤”的描述。

毒素:毒素之间是如何相互叠加的?何时、如何进行豁免?如果目标置身于超过1剂以上的毒素中,如何确定豁免DC?

  每当角色可能会遭毒素侵染时,就有一次进行豁免的机会 (譬如被沾满毒药的小刀攻击时)。毒素的豁免DC如规则书表格中所列,当前已影响目标的毒素每多1剂,豁免DC +2 (不包括此刻正要通过豁免来对抗的那1剂)。已痊愈或已失效的毒素不计入。此外,中毒的生物在自己的每回合都必须进行1次豁免,但这次检定可以在他回合的任意时点进行。这无法通过准备动作来推延。

临时生命值:同一来源的临时HP相互叠加吗?

  否。总体而言,同一来源的效果/加值彼此不叠加。尽管临时HP不是一种“加值”,但上述原则依然有效。

  于是一只会能量吸取 (每次使用获得5点临时HP) 的生物就不能在PC们来干她之前,通过榨干全村100人来收集500点临时HP。

  不同来源的临时HP之间仍然可以相互叠加 (譬如1发『援助术』、1次能量吸取、以及1发『吸血鬼之触』)。

怎样的东西才算是恐惧效果?士气效果呢?

  恐惧效果包括含有[恐惧]描述符的法术、任何明确阐述为恐惧的效果、各种造成颤栗/惊惧/恐慌状态的效果、以及所有情况下使用的威吓技能。特别地,威吓技能是影响心灵的恐惧效果,因此没有恐惧和没有心智的生物免疫所有条件下使用的威吓技能。

  士气效果和恐惧效果不同,并没有独特的描述符或其他特殊定义。任何带来士气加值的东西都是士气效果。举例而言,『狂暴术』提供士气加值,因此免疫士气效果的生物对法术完全免疫,包括免受AC的-2减值。



种族和职业 (Race and Class)


属性提升:根据30页的表格和文本,角色在4级、8级、12级、16级和20级时获得各1次属性提升。每次提升多少?提升哪项属性?

  4级时,角色可以使一项属性增加1点。这是无名、非魔法加值,一旦选定后无法更改。举例而言,一名敏捷13的战士可以用此加值将敏捷提升至14。

  角色同样可以在8级、12级、16级和20级时提升1点属性;这无需是你在先前的等级提升过的那项属性,并且能与任何其他加值叠加。譬如上文提及过的那名战士,可以用8级的属性提升将力量从15升至16,并用12级的属性提升将敏捷从14升至15,诸如此类。

职业变体:如果某个职业变体将一项职业能力替换为更明确、具体版本的能力 (或与原先能力机制类似的特性),该职业变体的能力是否可以在处理提升原先能力的规则时,视为原先的能力?

  这依赖于该职业变体的能力如何描述。如果该职业变体能力说它与标准能力作用机制类似,它就能视为相同能力。如果该职业变体能力需要你为标准能力做出某项具体选择,它就能视为相同能力。否则,该职业变体能力将不被认为与标准能力相同。 (该职业变体能力的名称是否与标准能力相同并不重要;关键在于其描述和游戏机制是否相似。)

  范例:龙骑兵 (Dragoon,UC战士变体) 拥有被称为〖枪矛训练 (Spear Training)〗的能力,它要求龙骑兵选择“矛类”作为他的武器训练组,并为他提供〖武器训练〗的加值 (尽管其加值的提升方式与标准的〖武器训练〗略有出入)。因此,该能力在处理能够提升〖武器训练〗的规则时 (譬如能提升持用者通过〖武器训练〗能力获得的加值的物品决斗手套 (gloves of dueling)),可以视为〖武器训练〗。

  范例:弓手 (Archer,APG战士变体) 拥有〖射击专家 (Expert Archer)〗等数项取代〖武器训练〗、而并未进一步提及与〖武器训练〗关系的能力。因此,该能力在处理能够提升〖武器训练〗的规则时 (譬如决斗手套),不可视为〖武器训练〗。即便对〖射击专家〗这种每4级提升加值、与〖武器训练〗类似的能力而言亦是如此。

  【速查】枪矛训练 (Spear Training, Ex):5级,在选择武器训练时,他必须选择长枪类。龙骑兵的武器训练将提供所有枪矛+1命中和+2伤害,此加值在之后的每4级分别上升1和2,直到17级的命中+4伤害+8。龙骑兵不会得到其他的武器训练组。
  【速查】射击专家 (Expert Archer, Ex):5级开始,弓手使用弓时在攻击和伤害上获得+1加值。这个加值在5级后每4级增加1。此能力取代武器训练1。
  【编注:就是说,武器训练原意为提升使用某项武器的能力,若替换能力同为对某种武器的掌握,则视为同源;若替换能力为并非基于武器的能力,则不视为同源。其他能力类似判断。】

高属性带来的额外法术:我能在施法职业等级未达到对应法术环级时,通过高属性的额外法术使用它们吗?

  否。你只能获得那些你的职业等级已经允许你使用的法术环级的奖励法术。只要超过此限制,哪怕是较低环级的法术也不行。参阅16页的《属性与施法者》章节:“除了拥有较高的属性值,施法者必须拥有足够高的职业等级才能施展对应环级的法术。”

  举例而言,一位智力18的1级法师在1环、2环和3环各有1个奖励法术 (参阅《表1-3:属性修正与奖励法术》)。然而由于他只是1级法师,只有使用1环法术的能力 (2环和3环的每日法术为“—”,意味着“无权使用此环级的法术”),因此只能享受1环的1个奖励法术。当他成为3级法师、拥有使用2环法术的能力时,将立刻获得高智力属性带来的2环奖励法术,类似地在5级获得3环的奖励法术。

  一般而言,直到你的职业给予你使用对应环级的法术能力之前,请忽略《表1-3:属性修正与奖励法术》中的高环级法术。

牧师领域、术士血统、法师学派和类似职业特性所带来的类法术能力,若找不到其对应的具体法术,如何判断它们的有效法术环级?

  这些类法术能力的有效法术环级,等于该角色在获得此能力的对应职业等级所能施展的最高环级法术。

  举例而言,一位1级元素血统的术士拥有〖元素射线 (Elemental Ray)〗这项类法术能力。因为1级术士的最高可用法术环级为1环,因此该类法术能力视为1环法术。一位9级元素血统的术士拥有〖元素爆发 (Elemental Blast)〗这项类法术能力。因为9级术士的最高可用法术环级为4环,因此该类法术能力视为4环法术。

引导能量:如果我从一个以上的职业中获得某能力,它们是否叠加?

  否——除非该能力特别指出它能与类似能力叠加 (譬如刺客的偷袭),或以某种方式合并角色的总职业等级来计算 (譬如〖精通直觉闪避 (improved uncanny dodge)〗),这些能力不会叠加而是需要你分别使用。因此,牧师的引导与圣骑士、死灵师、生命先知的引导等类似效果互不叠加。

牧师:神祗偏好武器为重剑 (bastard sword)的牧师,是否会免费获得该军用或异种武器的擅长?

  由于重剑是一种异种武器,他将获得该武器的异种武器擅长,并允许他单手持用。

决斗家——精明防御:〖精明防御 (Canny Defense)〗能力是否可以提高决斗家的CMD?

  根据第6版印刷的《核心规则》,〖精明防御〗能力带来的是AC的闪避加值,因此可以提高决斗家的CMD。 (在第6版之前,〖精明防御〗的加值并不属于CMD规则中可以应用的类型,所以无法加至CMD。)

决斗家——精明防御:该能力是否受到盔甲的最大敏捷限制?

  决斗家将其智力加值 (而非敏捷加值) 加至AC。她在任何会导致AC失去敏捷加值的情形下,都会失去上述智力加值。由于依赖智力而非敏捷加值,她基于智力获得的AC加值无视盔甲的最大敏捷限制。 (上述智力加值也应用于角色的接触AC。)

魔宠和隐形:如果我在隐形中用魔宠传递接触法术,会破坏我的隐形效果吗?

  否。魔宠并不是你,它的攻击不会视为你的攻击,因此你的隐形不受影响。

战士:我能学习一个新的战士奖励专长来取代我的防具擅长专长吗?

  否。尽管以防具擅长专长的方式来描述,战士 (和其他职业) 都有给予特定防具擅长的职业特性——其实它们并非给予特定的专长。因此,战士可以学习新专长取代旧专长的能力并不适用于这些装备擅长。

战士:我可以用战士奖励专长的职业特性来重训1级时获得的专长 (譬如「顺势斩 (Cleave)」),来学习一项1级时不满足先决条件、而现在已满足的专长吗 (譬如「突刺 (Lunge)」)?

  可。只要你“洗掉”的那个专长不是任何其他专长、进阶职业或能力的先决条件,你就能用它换来重训时已满足条件的任何专长。

战士:我能在4级、8级等时候重训哪些专长?

  《核心规则》里列出的情形假设你的角色是单一职业者 (未兼职)。战士重训专长的能力允许你重训一项战士奖励专长 (1级、2级、4级等时候获得的)。你不能用它重训其他来源的专长 (无论是否为战斗专长),譬如你在1级、3级等时候按角色等级获得的、1级人类的奖励专长、其他职业的奖励专长等。

  你可能需要在角色卡上用星号标注获得的战士奖励专长,以便将来想要重训时查阅。

半精灵或半兽人:上述种族的角色可以选择人类的变体职业吗 (譬如《扩展种族手册》中的那些)?

  可。半精灵和半兽人可以选择种族天赋职业奖励、变体职业、种族背景特性等等,如同他们完全是双方的种族一样 (半精灵可以选择人类和精灵的内容,半兽人可以选择人类和兽人的内容)。

生命值:哪些生物在第1级或第1个HD取满生命骰?哪些生物可以获得天赋职业奖励的HP或技能点数加值?

  第1个HD为PC用职业的生物,可以在该HD取满生命骰。当前的PC用职业包括:炼金术师、奥能师、野蛮人、吟游诗人、血脉狂怒者、拳师、骑士、牧师、德鲁伊、战士、铳士、猎手、调查员、审判者、魔战士、武僧、先知、圣骑士、游侠、盗贼、萨满、战歌、杀手、术士、召唤师、游荡剑客、战斗祭司、女巫和法师 (及其变体职业、子职业和其他替换性职业)。

  第1个HD为NPC职业 (导师、望族、平民、专家、武者) 或种族HD (如大多数怪物) 的生物不可在该HD取满生命骰。

  所有拥有职业等级的生物 (包括拥有NPC职业的生物,或拥有职业等级的怪物) 可以选择一项天赋职业,并如常获得天赋职业奖励。生物永不会从种族HD中获得天赋职业奖励。

  举例而言,一位1级人类武者可以将“武者”选为他的天赋职业,并可在该职业上升级时选择HP或技能点奖励二者之一。一只通常3HD的熊地精没有职业等级,因此也没有天赋职业或天赋职业奖励;但如果这只熊地精获得了1个盗贼等级,他可以将“盗贼”选为它的天赋职业,并可在该职业上升级时选择HP或技能点奖励二者之一。

人类:对一个低智力的人类角色而言,其每级最低技能点数是1还是2?

  原本是1点,但在加上你作为人类的技能奖励后,总共具有2点。

  举例而言,一个智力6的1级人类战士初始具有2个技能点:从职业技能点数中加上-2的智力修正 (目前总值为0),使用“至少1点”规则 (目前总值为1),再加上人类的1点 (最终总值为2)。

  换言之,人类的技能点数总是要比其他种族的同职业、同智力角色多。

智力:如果我的智力修正增加,我可以选择另一门额外语言吗?

  可。举例而言,若你智力13并在4级将奖励的1点属性给予智力,这使你的智力修正从+1提高至+2,给予你另一门额外语言。

  技术层面来讲,智力头带等提高智力的物品也能给予你一门特定的语言 (类似对于技能点数)。【译注:智力头带能提高角色某项特定的技能级数 (制造时选定),同理也应该给予角色特定的语言,而非由装备者自行选择。】

Lore Master Bard Ability and Taking 10: Can I take 10 on Knowledge checks? The Knowledge skill doesn’t say I can’t, but if that's true, the first half of the lore master bard ability doesn’t do anything.

Yes, you can. The lore master bard ability should add to the end of that first sentence “even when threatened or distracted.”

武僧:当使用「猛力攻击」和「寓守于攻」等效果基于BAB的专长时,武僧在〖疾风连击〗中提升的BAB要如何判断?

  武僧采用〖疾风连击〗中提升的BAB来决定专长效果。

武僧:武僧的〖疾风连击〗中提到,“在决定这些攻击时,武僧的BAB等于其武僧等级”。这能否与来自其他职业和种族HD的BAB叠加?兼职的19级战士/1级武僧的BAB莫非只算+1?

  武僧使用疾风连击时,来自武僧职业的BAB等于其武僧等级。他仍然如常能从其他来源处获得可叠加的BAB (譬如其他职业或种族HD)。

  因此19级战士/1级武僧的正常BAB是+19。当发动疾风连击时,他来自武僧的BAB视为+1,并从战士等级获得+19的BAB,故总值为+20。

武僧:在〖疾风连击〗中通过消耗气池获得的额外攻击,是否和『加速术』的额外攻击叠加?

  是。气池能力的额外攻击中并未说明其作用类似加速术,也未指出不与加速术叠加,因此武僧可以获得两次额外攻击 (一次来自消耗气池,一次来自加速术)。

武僧疾风连击:当我使用〖疾风连击〗时,我能以同一件武器做出全部攻击,还是必须以两件武器攻击——如同能力说明指出的“如同双武器战斗一样”?

  你能以同一件武僧武器发动全部攻击。或者,你也可以用徒手攻击替换掉其中任意次数的攻击。

武僧气池:武僧能用气击破哪些种类的伤害减免?

  武僧的徒手打击面对伤害减免时经常力不从心,致使他们不得不使用武器来穿透DR。我们决定为〖气运丹田〗特性添加新的能力:7级时,只要他的气池中还有至少1点气,武僧的徒手打击穿透DR时视为寒铁和银武器。【译注:在当前版本的《核心手册》中,这项能力已经被写进去了。】

秘术师:〖无界施法〗能力的第二段文字中未提及双自发施法职业者,如先知/术士/秘术师的情况要如何判定?

  存疑的段落文本为:“自发法术施法者只能选择他们的非自发施法职业当天已经准备过的法术用于此能力,不过这个法术是否已被施展并无影响。”

  这段文字的原意其实是对准备施法职业的限制,而非针对自发施法职业;限制不在于自发施法职业能以无界施法能力施展哪些法术,而在于准备施法职业能给无界施法能力提供哪些法术。

  举例而言,如果牧师/术士/秘术师今天没有准备任何『次等复原术』,则他无法以术士法术位施展次等复原术 (因为他只能用本能力施展这一天准备好的牧师法术)。但是,能力描述中没有任何文字阻止他使用已准备好的牧师 (准备施法) 法术位施展术士 (自发施法) 已知法术。

  类似地,先知/术士/秘术师可以使用术士法术位施展先知法术,或以先知法术位施展术士法术,只要无界施法能力中提及的、环位增加后的法术位仍有剩余即可。这两项职业都没有受到“只能选择准备过的法术”规则的影响,因为该规则仅针对拥有一项非自发施法职业的秘术师。

  该能力更清晰的表述版本应为:
  如果秘术师的施法职业之一为非自发施法型 (如牧师) 而另一则是自发施法型 (如术士),他只能以自发施展非自发施法职业中的、他这一天确实地准备过的法术 (无论该法术是否已被施展掉)。

圣骑士:圣骑士的〖圣疗〗使用的是正能量吗?

  是。

圣骑士神契:我能用两次该能力的每日次数,来强化两件武器、或双头武器的两头吗?

  可。

圣骑士:〖制裁邪恶〗能够穿透虚体生物的防御特性吗?

  制裁邪恶并非对于武器的效果,而是对于圣骑士本人的效果。武器依然需要是魔法武器才能伤害虚体生物,而即便是魔法武器也只能造成一般伤害。

圣骑士:如果我免疫疾病,我是否免疫同时视为诅咒和疾病的腐尸症 (Mummy Rot)?

  是。

Paladin’s Detect Evil: Does a paladin need to spend a standard action to activate detect evil before spending a move action to concentrate on a single creature or item?
No, the first sentence is discrete from the rest of the ability, and offers an alternative option for using detect evil. A paladin can use the move action on a single creature or item in lieu of the standard action to activate a normal detect evil.

进阶职业先决条件:如果一项进阶职业要求某技能5级,而我已经6级,我视为满足此条件吗?

  是,因为技能级数是向下兼容的:若你某项技能6级,则你该技能必然已经达到了5级,因此满足“该技能5级”的先决条件。

  同理,若你BAB为+6,则你的BAB已经达到+5,并因此满足“BAB+5”的先决条件。

  同理,若你力量15,则你的力量已经达到13,并因此满足「猛力攻击」的“力量13”的先决条件。

  然而,施法能力却非向下兼容:你有可能已能施展3环法术 (主要是通过类法术能力获得),却无法使用2环法术。若你只能施展3环法术,你并不满足“能够施展2环法术”的先决条件。

  类似的,专长也不向下兼容,譬如生物有可能在未满足某专长先决条件的情况下已经获得了该专长。举例而言,游侠可以在并没有「近距射击」专长的情况下,选择「精准射击」作为游侠奖励专长;他并不满足「远距射击」的先决条件,因为他并没有真正拥有「近距射击」专长,哪怕他已经拥有了以「近距射击」为先决条件的其他专长。

进阶职业:若我在一项提升施法能力的进阶职业上获得了等级,我能获得我的血脉所对应的高环血统法术吗?

  否。类似地,它也不会带给你额外的血统专长。

  如果你是先知,它不会给予你额外的秘示域法术。(不过作为先知施法特性的延续,它还是会给予你高环的治疗或造成伤害法术。) 如果你是女巫,它不会给予你额外的庇护主法术。如果你是法师,它不会给予你高等级的学派之力。以此类推。

  提升施法能力的进阶职业只会提高施法者等级、每日法术、已知法术 (对自发施法者而言),以及你原先职业的施法特性中提及的能力。(注意龙脉术士职业拥有〖龙之血脉〗能力,它特别地指出会提供给你血统力量和血统法术;这是一项特例,而非提升施法能力的进阶职业的一般准则。)

术士:奥秘血统能力的加值是作用于该术士施展的所有法术,还是仅限于术士法术列表中的那些?

  奥秘血统的力量作用与该血统的术士施展的所有法术,而非仅限于使用术士法术位施展的法术。

  一般规则:如果一项职业能力调整了你的施法能力,它将作用于你所有职业的法术,而非仅针对带来该能力的职业的法术。(除非该职业能力特别指出,其仅作用于该职业的法术。)

术士/法师:我能遣散我的魔宠、以选择一只新魔宠吗?

  这在规则中从未提及,但是——可以,若你想选择一只新魔宠,你可以遣散原先那只。但是,你仍须等待1周、并为8小时的仪式支付200gp。遣散一只魔宠即切断你们之间的灵魂纽带,这可能会耗时1小时。

  上述情形的例外状况是你获得了「进阶魔宠」专长,这允许你立刻将魔宠替换为新魔宠,并且没有时间和金钱消耗 (它假设你在升级并拿到专长的过程中,这些过程已经被完成了)。

  一旦遣散,动物魔宠就仅仅是同类型的普通动物而已 (「进阶魔宠」专长的特殊魔宠则将恢复为其原本类型的普通生物)。它是否还想要继续跟随你则由GM裁决,并可能参考它还是魔宠时你是如何对待它的来决定。

我何时会视为拥有某项职业特性?

  当你的职业描述告诉你获得某项职业特性时 (通常是当你在某个职业上获得等级时),你视为拥有该职业特性 (可能还有一些其他因素,见下文)。

  如果你的职业变体或其他规则取代了某项职业特性,你不再拥有该职业特性。举例而言,如果你的职业变体取代了盗贼的偷袭,你不再拥有偷袭职业特性 (无论一项先决条件是泛指的“偷袭能力”还是具体的“偷袭+1d6”,你都不满足它们)。

  如果你的职业变体或其他规则取代了某项标准职业特性的一部分、或是推迟了你获得它的等级,在你确实地得到该职业特性前,你不视为拥有该职业特性。

  范例:如果你的战士职业变体取代了武器训练1 (但未取代武器训练2、3和4),你在9级前不会获得武器训练2,这意味着你在战士9级前完全没有武器训练职业能力。任何以“武器训练”或“武器训练职业特性”为先决条件的事物,在你9级前都无法获取。

  范例:如果你的牧师职业变体取代了1级的引导能量 (但未取代后续的引导能力增量),你在3级前不会获得引导能量能力,这意味着你在牧师3级前完全没有引导能量职业特性。任何以“引导能量”或“引导能量职业特性”为先决条件的事物,在你3级前都无法获取。

  范例:如果你的女巫职业变体取代了1级获得的巫术 (但未取代后续的巫术、强力巫术或高等巫术),你在2级前不会获得第一项巫术,这意味着你在女巫2级前完全没有巫术职业特性。任何以“巫术”或“巫术职业特性”为先决条件的事物,在你2级前都无法获取。
« 上次编辑: 2016-11-26, 周六 04:41:18 由 Anacius »

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【FAQ】专长与技能、装备和魔法物品(2017.02.03)
« 回帖 #2 于: 2014-05-08, 周四 13:21:13 »
专长和技能 (Feats and Skills)


特技:特技技能是怎样用来避免借机攻击的?何时进行检定?要进行多少次?

  特技允许你在敌人的威胁区域移动时通过检定来避免引发借机攻击。你必须在离开被敌人威胁的格子时进行检定,但对每个敌人只需检定一次。检定DC (基于每个敌人的CMD) 会在第一个敌人之后逐次+2。若你尝试穿越敌人占据的方格,则DC +5。在尝试经过同时被两个敌人威胁的区域时,由移动的角色来决定先针对谁进行检定。

  举例而言,一名盗贼被一只和蔼的地精 (a meek goblin) 和一个口怕的反圣骑士夹击。盗贼要从他们身边离开会引发两者的借机攻击,但可以尝试用特技安然脱身。她必须在被威胁的格子中半速移动,并能决定先针对谁进行检定。如果检定失败,她将引发该敌人的借机攻击。如果成功,她在这轮不会因移出该敌人的威胁区域而触发借机攻击。

特技:如果我在穿越一个敌人所在方格的检定中失败了会怎样?

  你失去这个移动动作,并触发借机攻击。(注意:这意味着你能在同一轮尝试两次,分别使用移动动作和标准动作。)

  更正:在特技技能的第三段最后,加上以下语句:“若你尝试穿越一个敌人所在的方格而检定失败,则你失去移动动作并触发借机攻击。”

增强召唤:这项专长能够作用于以类法术能力的『召唤怪物』或『召唤自然盟友』所召唤来的怪物吗?

  可。

调制药剂:一名拥有此专长的角色可以在制造药剂时,通过提高5点DC来不准备法术就制造任意药剂吗?

  否。在制造药剂时,制造者必须准备并消耗掉药剂所包含的法术,作为制造过程的一部分。这是对“允许制造者提高5点DC来忽略一项制造物品的需求”这条一般性规则的例外。

  更正:在制造魔法物品章节的第二段,将最后一句更正为:“此外,你无法在未满足造物需求的状况下制造药剂、卷轴、法杖、魔杖或任何其他法术触发型、法术完成型魔法物品。”

顺势斩:我能在使用「顺势斩」专长的中途进行5尺快步,来干翻触及内的另一个敌人吗?

  否。顺势斩是一个特殊动作,这个动作的条件必须在你发动前确定。在那一时点,请确认所有可攻击目标彼此相邻,并在你的触及范围内。你不能在这个动作的半途5尺快步、再重新确认上述条件。若你找不到在触及内相邻的两个敌人,你甚至根本无法发动顺势斩攻击。

顺势斩:我能用这个专长或「大顺势斩」来连续攻击由『镜影术』创造出的幻象吗?

  否。若你的第一次攻击命中了施法者,你无法顺势斩向其幻象,如同那是一个实在的生物般。若你的第一次攻击命中了一个幻象,则你对原定目标 (施法者) 的攻击失败,并因此无法继续顺势斩。由于你无法确定目标是否为幻象 (因为你无法在幻象中找出真实的施法者),你也无法描述一个幻象、并尝试顺势劈向下一个幻象。

命令死灵:不死生物能被我控制多久?

  不死生物会无限期地处于你的控制之下,直到你遣散它们。(若是有智能的不死生物的场合,则它在每日对抗你命令的豁免成功后脱离你的控制。)

  这项专长的持续时间和『命令死灵』法术不同,并非基于1分钟/等级。【译注:官方大麻了,『命令死灵』法术的持续时间是1天/等级。】

强效超魔法术:如果我把「法术强效」加在某个同时具有投骰和数值加值 (譬如『治疗中伤』) 的法术上,专长会影响其中的数值加值吗?

  是。举例而言,若你强效施展『治疗中伤』,基于施法者等级的加值也享受专长带来的+50%效果。

额外导能:如果我拥有多个能够引导能量的职业、并选择了此专长,我必须在选择该专长时指定额外次数针对于哪个职业吗?

  否。本专长给予你每天2次“浮动的”引导能量次数,你可以将其用于任何具有引导能量能力的职业。举例而言,如果你是一名牧师/死灵师,每天你可以将额外次数都用于牧师职业,或都用于死灵师职业,或两者各1次。

  注意,本专长不会让你的每个职业都获得2次额外的引导能量次数——它只提供每天2次的总额外次数。

Flight and Magical Flight: Can a paralyzed or stunned creature keep flying with magical flight? Does a creature with magical flight not apply bonuses or penalties to Fly checks because it doesn’t have a “natural” fly speed? Does flying make a creature immune to being flat-footed?

No, any creature that loses all actions can’t take an action to attempt a Fly check to hover in place and thus automatically falls. That includes a paralyzed, stunned, or dazed creature. Magical flight doesn’t act any differently, even for paralysis, as it isn’t a purely mental action. A creature with 0 Dexterity can’t fly, and paralysis sets a creature’s Dexterity to 0. Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect. Finally, the statement “You are not considered flat-footed while flying” means that flying (unlike balancing using Acrobatics or climbing) doesn’t automatically make you flat-footed or force you to lose your Dexterity bonus to AC; it doesn’t mean that flying makes you immune to being caught flat-footed.

飞行:当角色或生物飞行、并想要以45度斜上爬升时,规则指出其将以半速移动。那么当我这样做并在水平地图上斜角移动时,该规则依然有效吗?

  否。游戏主旨是假设在二维空间中的冒险,即便设计三维战斗,飞行爬升时只需采用速度减半的规则,而不是让玩家和GM们去计算立体空间的距离。【译注:所以会飞的家伙们别(bie4)整什么空间勾股定理啦。】

Greater Feint: Greater Feint says the target is denied its Dexterity bonus to AC until the beginning of my next turn in addition to against my next attack. Is that just against my attacks, which probably won’t be more than just my next attack until my next turn, or is it against my allies as well?

Greater Feint makes the target lose its Dexterity bonus against all melee attacks by anyone until the start of your next turn, not just you. Unless a feint ability specifically mentions ranged attacks (like the Ranged Feint feat), it always denies Dexterity bonus against melee attacks.

高等摔绊:如何与「恶毒践踏 (Vicious Stomp, APG)」共同作用?我会获得2次还是1次借机攻击的机会?

  结合使用这两个专长会引发2次借机攻击,因为这两次的触发时机接近却又不尽然相同。「高等摔绊」是在你通过摔绊放倒敌人时触发借机攻击,而「恶毒践踏」则是在敌人倒地时触发借机攻击。

驯养动物:通过驯养动物技能来让动物接受战斗训练 (Combat Trained),是否会让其擅长轻型盔甲?

  否,以此种方式来训练动物或坐骑并不会给予它额外的专长。不过呢,你也可以假设那些特别适合用来骑乘的动物 (譬如马或狗) 拥有「擅长轻型盔甲」专长,但须根据等价交换原则抹除其原先的「坚忍」或「技能专攻」等专长。

法术升阶:在使用高环法术位施展低环法术时,「法术升阶」如何与其他超魔专长共同作用?

  「法术升阶」的文字描述不佳,容易引起困惑。它允许你以较高环法术位来准备或施展法术,并将其有效环位视为比原版的法术更高。与总是将法术环位+1的「法术静发」等专长不同,「法术升阶」允许你在+1到+9的范围内自行决定提高的环位数。这才是本专长的恰当描述,由于核心规则直接沿用了DND3R的文本,它并未详细解释:(1) 以较高环法术位准备法术的一般性规则;(2) 与其他超魔专长合用时的情况。

  对 (1) 来说,拥有「法术升阶」专长并不意味着你以较高环位施展的法术能够自动获得升阶效果;你仍然需要决定是正常地、还是升阶来准备或施展此法术。若你不是自发施法者 (如牧师或法师),而你想用较高环的法术位来准备一个较低环的法术,那你没有理由拒绝为其升阶 (并无额外时间消耗或任何其他代价)。若你是自发施法者,升阶施法需要增加施法时间,正如你使用其他超魔专长一样。因此,你需要在「以较高环法术位正常施法」和「增加施法时间,将法术升阶为实际使用的法术环位」之间权衡利弊。

  举例而言,一位10级的术士能以3环、4环或5环的法术位来正常地施展『火球术』,施法时间为1个标准动作,法术视为3环,豁免DC为 (13 + 魅力修正)。如果她拥有「法术升阶」专长并想以4环或5环的法术位来将法术升阶,施法时间将为1个整轮动作,但将被视为4环或5环法术,豁免DC也相应提升为 (14 + 魅力修正) 或 (15 + 魅力修正)。

  对 (2) 来说,你不能没有代价地将法术升阶:任何法术有效环位的提升,都会在添加其他超魔专长、带来进一步的环位提升前追溯确认。【译注:这里和下例的意思就是莫耍无赖:我有升阶专长,所以我用7环丢的瞬发火球术DC天然就是17+Int。】

  范例:一位15级的法师拥有「法术瞬发」专长。若他准备1个『瞬发火球术』,这需要1个7环法术位 (火球术3环 + 瞬发提升4环)。因为法术实际上仍然是一个3环法术,所以豁免DC仍为 (13 + 智力修正),尽管它占用的法术位高达7环。若他同时拥有「法术升阶」专长,法术并不会自动升阶;它仍然视为3环法术,DC也视同3环法术。如果他想用「法术升阶」专长来提升『火球术』的有效环位,他需要用比7环更高的法术位来调整法术。将『火球术』的有效环位+1 (从3环到4环) 将使法术环位+1 (在本例中即为8环法术位,取代7环);将『火球术』的有效环位+2 (从3环到5环) 将使法术环位+2  (在本例中即为9环法术位)。

  另一种处理 (2) 的方法是先使用「法术升阶」专长,再添加其他超魔专长。仍沿用上例,你可以先将『火球术』升至4环,再以8环法术位瞬发之;或者先将『火球术』升至5环,再以9环法术位瞬发之。

  (「法术升阶」是一个较弱的超魔专长,在与其他超魔专长并用时实效有限。)

Improved Familiars: There are various ways for characters other than arcane spellcasters to gain familiars at this point, and some of those options even grant Improved Familiar as a bonus feat, but technically each Improved Familiar option requires a certain arcane spellcaster level to take it. Does that mean that non-arcane characters with Improved Familiar have a dead feature? How does it work? If it does work, can I take an Improved Familiar as some kind of variant familiar or a temporary familiar like the occultist’s soulbound puppet?

The Improved Familiar description was written back when only arcane spellcasters could have familiars, and it wasn’t sufficiently future-proofed. To that end, you can always substitute your effective wizard level for the purpose of determining your familiar’s abilities for “arcane spellcaster level” to determine the available improved familiars for your character. In general, you can take Improved Familiars for class-granted variant familiars like a shaman’s spirit animal, with a few exceptions: First, temporary familiars like the occultist’s soulbound puppet can’t become Improved Familiars from the Improved Familiar feat, and those class features don’t qualify you to take the Improved Familiar feat. Second, tumor familiars, as lumps of flesh in the shape of animals, can’t become Improved Familiars. In other cases, treat Improved Familiar as if it was an archetype to see if it stacks with other familiar options: since the two things it alters from a regular familiar are that it removes the ability to speak with animals of its kind and it prevents changing the creature type for non-animals, you couldn’t make a familiar that changes the creature type of non-animals or alters or removes speak with animals of its kind an Improved Familiar.

造物专长:拥有来自类法术能力的施法者等级,可以视为满足造物专长的CL先决条件吗?

  否。

Jumping: If I want to jump over a 10-foot pit, is the DC 10, like the table says, or is it higher, since I need to move a total of 15 feet to reach a non-pit square?

The DC is still 10 to jump over a 10-foot pit. You do move a total of 15 feet when you make that jump, but some of that is not required to be part of the jump. One way to visualize it is to think of it as walking/running the 2–1/2 feet from the center of your original square to the edge of the pit, jumping the pit right to the other edge, and then walking the 2–1/2 feet to the center of the new square.

多重射击:我能以「多重射击」射出两支箭,再取消全力攻击并进行移动吗?

  否。尽管规则指出“全力攻击的第一击之后,你有权决定是继续攻击还是取消全力攻击并转而进行移动”,「多重射击」在你决定展开全力攻击、并射出最初的两支箭之后就不能再取消了。

Metamagic: At what spell level does the spell count for concentration DCs, magus spell recall, or a pearl of power?

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.

超魔专长:我能以超魔专长来强化类法术能力吗?

  否。超魔专长只能影响法术,而非类法术能力。并且类法术能力也没有法术位概念,因此你也无法调整类法术能力的“法术位”。

近距射击:我能把这个专长的额外伤害加到溅射武器的溅射伤害上吗?

  否,「近距射击」的额外伤害只能作用于投掷溅射武器直接命中时的伤害 (包括炼金术师的炸弹)。

猛力攻击:如果我用单手持握一件双手武器 (如骑乘中持用长枪),我还能获得双手武器猛力攻击的+50%效果吗?

  可。【译注:本FAQ与另一条相互冲突 (见本楼最后一条)。官方简直小马上脑。笔者和朋友讨论认为,一般情况下,单手持用双手武器时,伤害相关效果应按单手武器处理;而骑乘持枪是一个特例。GM有权诅咒骑马持双长枪的家伙们出门就掉坑里。】

法术瞬发:我能在施法时间为“1轮”的法术上 (譬如『变巨术』) 添加「法术瞬发」专长吗?施法时间为“1个整轮动作” (譬如自发施法者超魔施法) 的呢?

  皆可。两者的施法时间都没有超过「法术瞬发」专长“比1整轮更长”的限制,因此都能够加以瞬发。这意味着一名术士可以施展『强效瞬发魔法飞弹』。类似地,只要同时起效的多项超魔专长没有让法术的施展时间“比1整轮更长”,一名术士能以迅捷动作施展『强效默发静发瞬发魔法飞弹』。

法术掌握 (Spell Mastery):炼金术师、魔战士和女巫可以选择本专长吗?

  否,如字面意义,该专长的先决条件为“1级法师”。

  但是!这条专长是在炼金术师、魔战士和女巫等职业出现前就编写好的,因此以房规的形式允许上述职业选取本专长,并将其增益应用于炼金术师的公式本、魔战士的法术书和女巫的魔宠上,是有理有据、令人性福的处理手段。

选择导能:我必须要能看见一个生物,才能将其包括进我的引导能量对象中吗?

  和以生物为目标的法术相同,你必须能够看到或碰触到一个生物,才能对其造成影响 (在本专长中,还针对了“选择其不受影响”的情形)。仅仅是将隐形生物定位还不够——你必须能够看到它或者碰触到它。

  注意这和炼金术师的〖精准炸弹 (precise bombs)〗科研发现不同,后者允许炼金术师直接将特定方格排除在炸弹溅射范围以外。

Shield Master: When Shield Master says “You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon” it seems like in context it means you don’t take the penalty for Two-Weapon Fighting, but it just says “any penalties” so it isn’t clear. Which penalties does the feat let a character ignore?New!

Shield Master allows a character to ignore the Two-Weapon Fighting penalties on attack rolls with a shield while wielding another weapon, but not any other penalties.

跳跃攻击:我能在一个同伴所在的方格通过「跳跃攻击」发动攻击吗?

  让我们用下图来视觉辅助说明。句点代表空白方格,A是正在行动的角色,数字1到3是A的同伴,X是怪物。

  。。。A 1 2 3 X

  以此图为模型,问题即“我能通过「跳跃攻击」从A移动到3,攻击怪物后回到A并结束我的回合吗?”

  回答是“可”。关键是要明白通用规则,“你不能在被占据的方格结束你的移动”。跳跃攻击是1个整轮动作;它并非“1个移动动作,接着1次攻击,再接着另1个移动动作”,而只是包含了1次攻击在其中的完整移动。因此,你在自己的回合结束前,跳跃攻击和移动都没有结束。

  从另一个角度看,如果角色只是想从A移动到3再返回A,由于并未在3处结束移动,因此是符合规则的移动。结合跳跃攻击,角色同样没有在3处结束移动;本专长只是给予他“在从A到3再到A的连续移动”过程中进行1次攻击的能力而已 (而无关乎这1次攻击发生在移动路径上的何处)。

  (即便速度仅为15尺,进行双移动的角色从A移动15尺到3,再通过标准动作从3移动15尺到A,也不会被视为“在3处结束移动”。)

武器娴熟:如果我有本专长,我能在发动战技攻击时以敏捷修正代替力量修正吗?

  这取决于你尝试发动的战技种类。一般而言,卸除、击破和摔绊是为数不多的、能通过武器来施展的战技,武器加值可以作用于战技攻击检定。因此,如果你发动卸除、击破或摔绊战技时 (当然,假设你持用符合娴熟规格要求的武器),你能以敏捷修正来取代战技攻击检定中的力量修正。对其他战技而言,你使用正常的战技攻击检定 (力量修正而非敏捷修正)。

  「灵巧武艺」专长不仅针对卸除、击破和摔绊,而是在所有战技中都能生效,因此在主打敏捷的生物使用战技时格外有用。

  【速查】灵巧武艺 (Agile Maneuvers):用你的敏捷修正代替力量修正来决定CMB加值。

武器专精:我能选择「武器专精 (射线)」或「精通重击 (射线)」作为专长吗?炼金炸弹呢?

  上述四者均为可行的选择。

  注意「武器专精 (射线)」只能对造成生命值伤害的射线攻击生效;它并不会增加属性伤害/吸取 (如『极冰射线』)、属性减值 (如『衰弱射线』)、负向等级 (譬如『弱能术』) 或其他效果。

法术扩展:「法术扩展」专长如何影响线形法术?

  无效——线形法术没有“宽”这项维度,因此无法被本专长加倍。而大多数线形法术射程固定,因此除非你结合「法术增远」,本专长也无法让线形法术的长度加倍。因此,对大多数线形法术而言,「法术扩展」专长若不与「法术增远」结合,则无法影响法术范围。没错,这很怪!我们也许会在未来重新调整相关的规则。

  不过呢,作为一条房规 (并非规则的官方更新),允许采用「法术扩展」来让线形法术距离加倍是合适的。毕竟,你已经将法术的环位提高了3环,以6环法术位施展的『闪电束』起码也应该能biu出240尺来。

要害打击 (Vital Strike):我能将本专长与「跳跃攻击」或冲锋同时使用吗?

  否。「要害打击」只能以攻击动作来发动,而“攻击动作”是标准动作的分类之一。「跳跃攻击」是一种特殊的整轮动作,它包含了1次近战攻击,并非1个攻击动作。冲锋与此类似,同样无法与「要害打击」联用。【译注:请注意“1次攻击 (one attack)”和“1个攻击动作 (an attack action)”的区别。陈年老坑了。】

超魔法术:在处理专注DC、魔战士〖法术唤回〗能力和<法力再生珍珠>等状况时,超魔法术的环位如何确定?

  按照用来施展该法术的实际法术环位。

  举例而言,『强效燃烧之手』使用3环法术位,在决定专注DC、魔战士〖法术唤回〗能力和<法力再生珍珠>等状况时视为3环法术。



装备和魔法物品 (Gear and Magic Items)


重拳护符:如果我为重拳护符增添了足够高级的增强加值附魔,我的天生武器能因此克服相应的伤害减免吗?

  可,如果讲重拳护符的增强加值增加到+3,那么你的天生武器攻击可以克服 [DR/银和寒铁];堆到+4则可克服 [DR/精金];堆到+5则可击破 [DR/阵营]。

精金:精金材质的武器硬度是?

  取决于这把武器有多少部分是精金做的。核心规则列举了皮革,木材和钢铁的硬度。假定一件武器整体是钢锻的,那么它就使用钢的硬度:10。

  大多数有手柄部分的武器使用木柄而非金属柄。举例来说,使用钢刃的战斧斧头有10点硬度,但是它的木柄只有木材的5点硬度。因此,这件武器在击破时视为硬度5 (你不会去敲它最坚固的部分,所以硬度取低)。

  对于一件基本上全部为单质材料部件组成的武器 (比如单手刀剑),它的硬度使用材料本身的硬度:木制长剑的硬度为5,玻璃长剑的硬度为1,精金长剑则为20。

  如果一件武器是由硬度不同的部件组成的 (比如上面提到的手柄与刀刃的情况),这种情况下,使用这把武器的部件中最脆弱的材质来决定它的硬度。举例来说,假定一把战斧是铁头 (硬度10) 冰柄 (硬度0),那么它的整体硬度是冰的0点;即使这把斧头是精金头 (硬度20) 冰柄 (硬度0),它的整体硬度仍然是0点 (我们忽略那些无关紧要的部分,比如缠手的皮革)。

  不过注意,尽管在击破时我们选择这件武器的最弱部分决定硬度,但它在击破其他物品时仍然使用攻击部分的材质来决定是否能击穿——精金头木柄大战斧在攻击时自然是精金武器,并且因为是精制品而在攻击检定上拥有+1增强加值 (虽然它的木柄仍然会很轻易大被击破,和普通的钢战斧没什么区别)。GM有权决定在受到只影响武器头部的效果时 (比如刺入强酸物质) 是否使用武器头部材质的硬度来决定其承受的破坏。

重拳护符:价格究竟是多少?

  目前的patch中,重拳护符的价格是:4000GP (+1),16000GP (+2),36000GP (+3),64000GP (+4),100000GP (+5);造价也随之下调为2000GP (+1),8000GP (+2),18000GP (+3),32000GP (+4),50000GP (+5)。对我们就是要buff和尚和天武,咬我呀~顺便我们来削一下牧师和肉鸽吧~

破敌附魔:我可以将多种生物多破敌附魔加在一把武器上吗?如果可以,它们中的一些效果能否叠加?

  你可以为一把武器附魔多个破敌效果。比如,你可以做一把+1破敌 (龙,精类) 长剑,这把长剑在攻击龙类和精类生物时都可以获得额外的增强加值和附加伤害。

  但是,如果多于一个破敌附魔的效果会同时指向同一种生物 (比如<破敌 (混乱异界生物)>和<破敌 (邪恶异界生物)>之于恶魔亚种生物),破敌的效果不会叠加,你只能获得一次+2增强加值和+2d6伤害。

重剑:是单手武器还是双手武器?

  重剑是单手武器。所有与重剑相关的数据都视为它是单手武器 (硬度,生命值,手艺检定,特殊材质,使用炼银增强,等等)。

  如果职业能力,专长和其他特定规则需要决定你使用的是单手还是双手武器,你用单手使用重剑它就是单手武器,你用双手使用重剑它就是双手武器。举例来说,你单手挥舞重剑 (通常你需要一个擅长异种武器专长这么做),它就是单手武器,猛力只提供每段+2额外伤害,并且你不能获得剑刃屏障之类专长的好处 (因为它们需要双手武器发动);如果你双手挥舞重剑,它就视为双手武器,猛力攻击时每段增加额外1点伤害,并且你可以使用需要双手武器才能发动的专长和能力。杂修最高!

  一些可以让你将双手武器视为单手武器使用的专长或能力 (比如巨人斩蛮子的约顿之卧职业能力,使你能单手使用双手武器) 可以使你无视擅长异种武器专长的前提要求单手使用重剑,但仍然 (职业能力限制) 将之视为单手武器,在决定其他效果时也将重剑视为单手武器。

造物中先决条件的忽略:我能够通过提高5点法术辨识检定DC,来忽略哪些制造物品时的先决条件?

  根据核心规则,此处只有两项无法忽略的限制:(1) 你必须拥有对应的造物专长;(2) 在制造药剂、法术触发或法术完成型物品时,你必须掌握对应的法术。因此,种族条件、特定法术条件、其他数字条件 (如“CL至少为增强加值的3倍”之类) 等都适用忽略后DC+5的规则。

造物和法术先决条件:奥术施法者在制造物品时,可以使用神术卷轴来满足造物所需的神术先决条件吗?

  可。(类似地,神术施法者也可以利用奥术卷轴来满足造物所需的奥术先决条件。)

  然而,角色必须在造物的过程中能够用某种方式来启动该卷轴。这可能需要该奥术施法者通过使用魔法装置技能检定来激活神术。若施法者施展该神术失败,则他当天无法获得造物进度,除非他还拥有该神术的其他来源 (譬如该卷轴的另一份拷贝)。

造物和取10:我能在制造魔法物品的法术辨识检定中取10吗?

  可。

增强加值:我能创造一件属性增强加值为奇数的物品,比如+1巨力腰带吗?

  技术层面上,核心规则里的物品价格公式允许这类物品的存在;但官方认为游戏中出现的属性增强加值皆应为偶数。若你想获得奇数的属性加值,则需要为内在加值而付出代价,如购买<静思卷册+1>。

异种武器和持用手:如果一把异种武器允许你将它视为军用武器来双手使用,或是在擅长该异种武器以后单手持用,我能在没有擅长异种武器的情况下单手承受不擅长的-4减值使用它吗?

  不行。如同你通常情况下无法单手使用双手武器一样,重剑在这里也是一样:它需要双手来使用,但是你可以通过专长的特殊训练掌握单手使用的方法。在没有接受特殊训练前,单手使用重剑和单手使用巨剑一样无理 (其他类似情况的异种武器与此相同,比如矮人战斧)。

智力头带:如果我佩戴该物品,我能在获得该物品赋予的技能等级的同时,追溯因智力提高而增加的技能点数吗?

  我从未见过有如此厚颜无耻之人!魔法物品赋予的技能等级已经体现了你由于智力提高而获得的“追溯点数”。你不能既拿到物品内建的技能等级,又随心所欲地享受智力加成的技能点。

长枪:如果我使用长枪冲锋并拥有猛扑能力,我在冲锋之后附加的整轮攻击中每一次都可以获得长枪的伤害加成吗?

  当然不行。你只有在提枪冲刺的那一下才能获得长枪冲锋的伤害翻倍。进行整轮攻击的话,你必须反复抽插长枪,这明显有违长枪冲锋的画面效果。(核心规则书没有给PC提供猛扑的方法,所以我们出太多扩展规则真是抱歉了)

超魔法术:当我从卷轴、魔杖或法杖中施法时,可以为其添加我所拥有的超魔专长吗?

  否。

超魔权杖:我能用它们来强化类法术能力吗?

  否。超模权杖允许你为法术添加超魔专长,但超魔专长对类法术能力并不生效。

秘银:我要如何通过秘银武器 (或非盔甲的秘银物品) 的重量,来推算其价格?

  要决定秘银所占的额外价格 (相较通常物品的原价),使用非秘银物品的原始重量,并将其乘以每磅500GP的价格。

  举例而言,一把中型生物使用的钢匕首重1磅。它的秘银版本中,材料价格为1磅乘以500GP/磅,即+500GP。加上原始物品的价格 (2GP),秘银匕首的总价为502GP。

  当前版本的规则书中,秘银物品的价格有些不一致之处,这些会在未来的新版本中进行合适的调整。

Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”

This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.

武僧武器:武僧会自动获得拥有“武僧”特性的武器擅长吗?

  如文字描述,否——该特性只是能让你利用武器发动疾风连击,并非直接赋予你擅长该武器的能力。

基于等级的PC财富:如果PC拥有造物专长,他制造的物品按价格还是成本计算财富?

  以成本计算,而非价格/售价。否则该角色无法通过造物专长获得任何收益。理所当然,GM有权为该角色设限,譬如“你用于盔甲的财富不能超过总值的40%” (而非规则书中原本指定的25%)。

法力再生珍珠:制作该物品要求的CL是多少?

  尽管物品说明中列出的CL是17,此处的施法者等级并非造物的先决条件之一。因此,制造法力再生珍珠只要求制造者能够施展珍珠预设环位的法术。

  然而,(对其本身作为魔法物品属性的CL而言) 珍珠本身的CL不应低于能够施展珍珠预设环位的施法者的最低CL。<2环法力再生珍珠>的CL若仅为1显然是不恰当的,至少应为3。

  举例而言,一位拥有「制造奇物」专长的3级法师能以最低CL 1来制作<1环法力再生珍珠>。他能把物品的CL设定为任意值 (假设他已满足制作的DC),尽管珍珠本身的CL对其效用并无影响 (除了抵抗『解除魔法』以外)。如果他想要制作<2环法力再生珍珠>,则物品CL至少为3,因为法师在达到CL 3前无法施展2环法术。他甚至能尝试制作<3环法力再生珍珠>,不过物品的最低CL为5,由于未满足“能够施展3环法术”的先决条件,因此制造时的DC +5。

药剂:当我喝下一瓶药剂时,是否自动放弃了对其效果的豁免?

  否。药剂规则并未改变你豁免与否的判定。即便有人递给你一瓶毒药、并告诉你那是瓶治疗重伤药剂 (并且你信了还喝了),你也有权进行豁免。

反制法术戒指:它能够反制『火球术』之类的范围魔法吗?

  戒指只能影响你以为目标的法术,而非范围包括你的法术。一种可能的理解是戒指能使你免疫这次施法 (而法术仍影响范围内的其他区域),但这就需要额外的解释说明,以及在处理『控制水位』或『铜墙铁壁』之类法术时就会十分怪异——你居然在法术效果里逍遥自在。因此我们界定戒指只能反制以你为目标的法术。(本物品的描述措辞会在未来的修订中详述。)

盾击:如果我擅长所持用的盾牌,我能免受不擅长减值来发动盾击吗?

  防具的擅长和武器的擅长是两回事。

  武器相关的规则指出,轻型、重型盾牌和盾刺都属于军用武器。武器表格中盾击的说明也有指出,以此种方式使用盾牌时将其视为“军用钝击武器”。

  无论你是否擅长将盾牌作为防护手段来使用,以盾牌攻击等于持用一件军用武器,而你在不擅长军用武器的情况下如此施为就会承受相应的惩罚 (譬如若你是一名牧师,你在发动盾击时承受-4减值,因为你并不擅长军用武器)。

盾击:发动盾击总是视为副手攻击吗?

  盾击的文本描述是假设你以副手攻击发动盾击,但你并无须如此。譬如,你能发动单次盾击 (如常使用惯用手的攻击加值),或以盾击为主手攻击、以剑发动副手攻击。

  更新:在盾击的描述中删除“如同使用副手的武器般使用它”。

加速武器:若我持有两把具有<加速>附魔的武器,每回合能获得两次额外攻击吗?

  否。加速的增益与类似效果不叠加,而“第二件加速武器”正是所谓的类似效果。【译者吐槽:问这问题的人,遇到一个土豪的百臂巨人肿么办啊。】

摔绊武器:必须以具有摔绊特性的武器才能发动摔绊战技吗?

  否。发动摔绊战技时,你并不需要使用具有摔绊特性的武器——你可以使用任何武器。举例而言,你能以长剑或徒手打击来发动摔绊,尽管这类武器并无摔绊特性。注意发动绊摔战技时,使用具有摔绊特性的武器 (简称“摔绊武器”) 确实会带来优势:如果检定失败10点以上,你可以扔掉武器避免遭到反摔。

  类似地,你在发动卸除战技时也无需持有具有卸除特性的武器 —— 你可以使用任何武器。

  注意:本回答是官方博客上针对武器战技的FAQ的再次更新。旧的FAQ认为使用摔绊武器是唯一能把强化加值、「武器专攻」加值和类似奖励加到摔绊战技上的手段;而本更新则指出你用于发动摔绊的任意武器都能将上述加值添加到战技检定中。

徒手打击:『魔牙术』和其他法术对徒手打击的强化是作用于全身,还是仅限于身体的特定部位 (如单拳或单腿)?

  规则文本描述得不够清晰。因为『魔牙术』要求施法者指定一件天生武器,你可以理解为这也意味着同样需要针对身体的一部分来进行强化 (拳、肘、脚、膝、额等等)。

  然而,游戏机制并未规定武僧必须用身体的某一部分来发动徒手打击 (否则武僧双手捧物时就没法徒手打击了)。这意味着游戏机制并未规定『魔牙术』需要针对身体的一部分来强化徒手打击。因此,生物的徒手打击即其全身,1次针对某生物徒手打击的『魔牙术』(或类似法术) 能够影响它所做出的所有徒手打击。

  『魔牙术』的文字描述将在下一版核心规则中加入上述细节补充。

武器加值:武器的特性 (如<破敌>) 或者职业能力 (譬如圣骑士的〖神契〗) 能让武器突破+5的增强加值,或+10的等效加值上限吗?

  对于增强加值上限,要看改变武器的具体能力或效果。

  破敌:它允许武器超过+5的上限,但仅在针对特定类型生物时有效。譬如,+5破敌(龙)长剑平时是一把+5武器,但在对抗龙类时增强加值为+7,并对龙类造成+2d6的额外伤害。

  圣骑士:〖神契〗能力注明:“此 (增强) 加值能赋予任何武器,并与其原有的加值叠加,最高为+5。”这意味着若一位圣骑士持有一把+5长剑,她无法通过〖神契〗将其增强加值提高到+6以上 (但她仍可将此加值转换为<炽焰>等其他特性赋予武器)。

  +10等效加值是所有武器的硬性极限;你无法通过任何能力突破此界限。

单手持用双手武器:当某专长或其他特殊能力允许将通常需要双手持用的武器视为单手武器,在决定力量加值或「猛力攻击」专长效果时,它视为单手还是双手武器?

  如果你单手持用 (即便其原本是双手武器),在决定力量加值、「猛力攻击」伤害和其他效果时,将它视为单手武器。

When I use a magic item like ring of invisibility or hat of disguise that can be activated to gain the effects of a spell, does the wording "as the spell" also include the spell’s duration?
Yes, such items' effects have a duration, as indicated by the spell’s duration and the item’s caster level. If the item has no daily use limit, however, you can simply use the item again to reset the duration.

Wild armor and other transforming armor: When I use a wild armor and gain the armor’s benefits, what restrictions, if any, apply to me? In general, when I transform with a polymorph effect and some of my gear melds into the form, what restrictions do I have for melding with large amounts of heavy gear? What about other types of transforming armor?
If you were in medium or heavy load from encumbrance before transforming, you continue to take those penalties in your melded form. Otherwise, ignore the weight of melded items and calculate your encumbrance in your polymorphed form entirely based on non-melded items. When wearing melded armor and shields, if you gain no benefit from the melded armor, you still count as wearing an armor of that type, but you do not suffer its armor check penalty, movement speed reduction, or arcane spell failure chance. If you do gain any benefits (as with the wild property), then you do suffer the armor check penalty, movement speed reduction, and arcane spell failure chance. This also applies to all other situations where you or an armor transform: you always count as wearing an armor of that type, and if you gain any benefit at all from the armor (such as mistmail), you apply the armor check penalty, movement speed reduction, and arcane spell failure chance.

Adamantine: Adamantine says it bypasses hardness less than 20, but hardness says adamantine bypasses hardness of 20 or less. Which one should I use?
Use “less than 20” from the adamantine entry. Adamantine, which has 20 hardness, is strong enough to stand against adamantine (this is also why adamantine armor provides DR/— rather than DR/adamantine).
« 上次编辑: 2017-02-16, 周四 11:36:44 由 Anacius »

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【FAQ】法术与魔法(2017.02.10)
« 回帖 #3 于: 2014-05-15, 周四 16:59:34 »
法术和魔法 (Spells and Magic)


Abilities that work “as a spell”: How do I calculate the DC of an ability that says it works as or like a particular spell?

Some abilities that work as a spell tell you what their DC is, like the bard’s fascinate performance. An ability that doesn’t tell you anything about its DC has a DC of 10 + the spell level + the key spellcasting ability score of the class that granted it (or Charisma otherwise). In the case of a spell with multiple spell levels, use the spell level from the class that granted the ability if that class has the spell on its spell list, and otherwise use the spell level that’s most appropriate (usually sorcerer/wizard for an arcane ability, cleric for a divine ability, and psychic for a psychic ability).

Arcane Bond: Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?

Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.

Arcane Trickster: How does the Surprise Spells class feature work with spells like magic missile and fireball?

The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.

Amulet of Mighty Fists: If a creature with multiple natural attacks (such as bite/claw/claw) wears an amulet with the speed property, does it get one extra attack with each of its natural weapons?

No... mainly because that combination is way too good for monsters with multiple attacks, and gets better the more natural attacks a monster has. Doubling a creature's attacks per round is really powerful, even for 80,000 gp (the price of a +4 amulet).

Awaken: Does changing the creature's type to "magical beast" affect its HD type, BAB, or other features? What about its 2 additional HD? How does training to wear barding relate to armor proficiency?

Only the animal's type changes to "magical beast"--it doesn't gain all the mathematical benefits for this type change (think of it as a "quick rules" version of adding a template to a creature).

The 2 HD it gains are d8s, just like its other animal HD.

An animal trained to wear barding can continue to do so without penalty once it is awakened. Once it's awakened, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature.

Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

No, when such a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.

Charm Person: How does the "try to issue orders" aspect of this spell work?

The spell makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM.
If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play.
For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.
This answer originally appeared in the 9/11/12 Paizo blog.

Contact Other Plane: Can you Take 10 on the Intelligence check for this spell?

Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

Darkness: Can adding additional sunrods to the area of the spell increase the light level?

No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level (the light level from natural sources, such as the sun, moon, and stars—not torches, campfires, light spells, and so on), and then reduces it one step.

Darkness: Can a nonmagical light source increase the light level within the area of darkness if the light source is outside the spell's area?

No. Nonmagical light sources do not increase the light level within the spell's area, regardless of whether the light source is in the area or outside the area.

Darkness: Can I see light sources through an area of darkness?

No. If a darkness spell reduces the light in the area to actual darkness (or supernatural darkness, if using a more powerful spell), you can't see through the darkness into what is beyond it.

Defending Weapon Property: Do I have to make attack rolls with the weapon to gain its AC bonus?

Yes. Merely holding a defending weapon is not sufficient. Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.
Therefore, if you don't make an attack roll with a defending weapon on your turn, you don't gain its defensive benefit.
Likewise, while you can give a shield the defending property (after you've given it a +1 enhancement bonus to attacks, of course), you wouldn't get the AC bonus from the defending property unless you used the shield to make a shield bash that round--unless you're using the shield as a weapon (to make a shield bash), the defending weapon property has no effect.

Dimension Door: If the caster brings other creatures with him when he casts the spell, are the passengers unable to take any other actions until their next turn, or is that just for the caster?

That restriction only applies to the caster.

Dispelling: If I use a "diametrically opposed" spell to counter or dispel another spell (bless vs. bane, haste vs. slow, and so on), does my spell have any effect other than dispelling?

It depends on whether you are using the spell as a counterspell or as a dispel.

If used as a counterspell, your spell has no effect other than to counter the target spell. If used as a dispel, there may be "spillover" from your spell or the target spell, depending on whether you affect more or fewer targets than the opponent's spell.

Counterspell Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On your turn, you ready an action to counterspell. The sorcerer begins to cast slow. You succeed at the Spellcraft check to identify the spell and cast haste as a counterspell against it. Your haste counters the slow, and neither spell has any effect.

Dispel Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On her turn, the sorcerer casts slow and targets 6 of your allies; all 6 of them fail their saves and are slowed. On your turn, you cast haste and target 5 of your allies; this automatically dispels (no caster level check needed) the slow spell on those allies, leaving them without the effect of slow or haste (your 6th ally is still affected by slow). Note that this does not merely suppress the slow effect for the duration of your haste—the effect is completely dispelled on those 5 allies. Note that it doesn't matter if the target would normally get a saving throw or spell resistance to negate or avoid the spell used to dispel (such as casting slow to dispel an already-caste haste); to speed up gameplay and prevent lopsided applications of this sort of dispelling, the "diametrically opposed" spell automatically dispels its opposite, regardless of the desires of the creature affected by the opposite.

Update 5 June 2013: FAQ clarified as to the difference between using an opposed spell to counterspell and using it as a dispel.
Update 6 June 2013: Additional text added to dispel example about saving throws and spell resistance.

Fabricate: Can I use this to make a masterwork item or an item with a special material?

Yes and yes. In effect, the spell is only saving you time compared to crafting the item nonmagically; you still must provide the raw materials (which costs you 1/3 of the item's price).
The spell doesn't require a Craft check if you're making an item that doesn't require a high degree of craftsmanship, such as a desk, door, club, outfit, or simple kind of armor.
Creating a desk with a secret compartment, a door that matches a wall when it is closed (i.e., a secret door), or a masterwork item count as items with a "high degree of craftsmanship," so you must succed at a appropriate Craft check against the DC to craft these sorts of items with the spell. In general, any item that has a Craft DC of 15 or higher requires you to succeed at a Craft check to fabricate the item.
If you want to create (for example) a mithral chain shirt, you need to provide the mithral and other materials needed for the chain shirt (costing 1/3 of the item's price). Because mithral items are always masterwork, you would have to succeed at a Craft check to successfully create the item.
As with the normal crafting rules, if you fail this check by 4 or less, you fail to create the item but do not ruin your materials (and could cast the spell again using those materials). If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Ghost Sound: Can this create intelligible speech?

Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can't make out what the "people" are saying. After all, it is a cantrip, and shouldn't be as good as ventriloquism (which is a higher-level spell).

Grease: If an opponent casts this spell on my item, and I succed at my initial save, what happens?

The spell description says "an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect," so succeeding at your save means you avoid the effect—the spell is negated and there is no grease on your item.

Haste: Haste says a hasted creature can make an additional attack during a full attack with a natural or manufactured weapon, but what about other sorts of attacks like unarmed strikes?New!

Unarmed strikes and other attacks that work via full attacks (such as mystic bolts, kinetic blade, and flame blade) all allow an extra attack with haste. However, single attacks such as incorporeal touch attacks or melee touch spells delivered round by round after holding the charge do not.

Invisibility: Can you see yourself when you're invisible?

The spell doesn't say one way or the other.

Because being invisible doesn't give you penalties on actions that require you to be able to see exactly what you're doing (such as picking a lock), you can assume that you can at least see yourself well enough to perform such actions without penalty. Whether this means you can see yourself as if you were not invisible, can see yourself as a ghostly image, or some other description is up to the GM, so long as the description doesn't hinder your own actions.

Invisibility Purge: Does this work on creatures that are naturally invisible?

In general, yes--nothing in the spell description says it only works on spells or other magical sources of invisibility.
However, note that the invisible stalker's natural invisibility specifically says that it is not subject to invisibility purge. Thus, will-o'-wisps and pixies become visible, but invisible stalkers do not.

Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

Light and Darkness: I am confused by light and darkness. Someone please help!

Check out the extended FAQ about Light and Darkness here.

Mirror Image: Can I use magic missile to destroy one or more images from a mirror image spell?

No. Magic missile targets a creature and does not require an attack roll, so it bypasses all the images and always hits the real creature.

New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

Positive and Negative Energy: These two terms show up in a variety of abilities, but they have no definition outside those abilities, and the abilities aren’t always consistent. How do positive and negative energy work?

Positive and negative energy are two damage types, though despite their name, they are usually not included on the list of energy types you can choose with spells like resist energy or feats like Elemental Spell. You’ll sometimes come across both the phrasing “deals X damage; this is a negative energy effect” and the phrasing “deals X negative energy damage”; these two are functionally equivalent.

Positive energy often heals living creatures, though not always (for instance channeled positive energy to harm undead or the life blast spell). It often harms undead creatures, though not always (for instance channeled positive energy to heal living creatures). Individual effects will tell you whether they heal living (if they mention healing without specifying what they heal, they always mean only living creatures), harm undead, or both. Positive energy never heals or harms creatures or objects that are neither living nor undead (such as constructs), and it never directly damages the living or heals undead, barring some special effect that explicitly changes this like a dhampir’s negative energy affinity. These rules extend to the fast healing from positive-energy attuned planes as well (though overhealing on a major positive-energy attuned plane can be dangerous as well); only living creatures gain fast healing on such a plane.

Negative energy works just as described above for positive energy, reversing living creatures and undead in all cases (it often heals undead, it often harms living creatures, if it mentions damage without specifying what it damages, it always means only living creatures, and so on).

Preparing Spells in Open Slots: The Magic chapter says a wizard can leave spell slots open and prepare spells in them later. Can any other class do this?

That text was written when wizard was the only class that prepares arcane spells. This option is also available to magus and witch characters (both of which are classes that prepare arcane spells).

Prestige Classes and Spellcasters: Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?

No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?
No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

Scrolls: If I fail my caster level check to activate a scroll, but don't have a mishap, is the scroll used up?

No.

Update: Page 490—In the Activation section, in the first paragraph after the bullet points, add the following sentence: “If the caster level check fails but no mishap occurs, the scroll is not expended.”

Shocking Grasp: Do I get the +3 on the attack roll if I'm delivering the spell with something other than a touch attack, such as a natural weapon?

Yes. The +3 bonus is not dependent on using a melee touch attack to deliver the jolt. For example, a magus using spellstrike to deliver shocking grasp through his weapon would get the +3 bonus on the attack roll.

Spell-Like Abilities and Item Crafting: Can I use a spell-like ability for an item's spell requirement?

Yes. Core Rulebook page 461, Requirements section, paragraph 2 says, "A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect."

For example, a demon with the Craft Magic Arms and Armor feat and who has fireball as a spell-like ability can craft a +1 flaming sword, which has fireball as a prerequisite.

Spell-Like Abilities as Spells: Does a creature with a spell-like ability count as having that spell on its spell list for the purpose of activating spell completion or spell trigger items?

No. A spell-like ability is not a spell, having a spell-like ability is not part of a class's spell list, and therefore doesn't give the creature the ability to activate spell completion or spell trigger items.

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

Spell-Like Abilities: How do I know whether a spell-like ability is arcane or divine?

The universal monster rules for spell-like abilities states: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."

For spell-like abilities gained from a creature's race or type (including PC races), the same rule should apply: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

For spell-like abiities gained from a class, use the spell type (arcane or divine) of that class to determine whether the spell-like ability is arcane or divine. If the class doesn't cast spells, use the above rule for spell-like abilities from race or type.

Edit 7/15/13: Wording changed match the precedent in the universal monster rules for spell-like abilities.

Edit 9/23/13: Wording updated to clarify racial/type SLAs vs. class SLAs.

Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?

No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.

Touch Spells: Does wearing a gauntlet, cestus, or similar glove-like weapon count as "touching anything" for the purpose of accidentally discharging a held touch spell?

No.

Touch Spells: If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?

Yes.

Touch Spells: In the Magic and Combat chapters, it says that I can touch a single ally as a standard action or up to six allies as a full-round action and that I can combine delivering a touch spell with a natural attack or unarmed strike. But what if I just want to deliver the touch spell to an enemy? It just says I can do it “round after round.”New!

Making a touch attack against an enemy by touching it, beyond the free action to do so as part of casting the spell, is a standard action. It can’t be used with a full attack.

True Seeing: Does this spell protect you from phantasmal killer?

Yes. True seeing lets you "see all things as they actually are." Because phantasmal killer is an illusion (phantasm) spell and creates an image directly in the target's mind, a target with true seeing would (mentally) see the image and (physically) see that there is nothing really there, and would therefore immediately recognize that the mental image is actually unreal. Because phantasmal killer says the target "gets a Will save to recognize the image as unreal," the creature with true seeing automatically succeeds at that saving throw (no roll needed), and therefore never has to deal with the Fort-save aspect of phantasmal killer.


What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?

Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.
« 上次编辑: 2017-02-16, 周四 11:38:22 由 Anacius »

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【FAQ】战斗(2017.01.27)
« 回帖 #4 于: 2014-05-15, 周四 17:15:35 »
战斗 (Combat)

10尺触及与斜对角方格:如果我拥有10尺触及,我是否威胁斜对角方向的第二个五尺方格中的敌人?

  是。

甲刺:如果我使用一把双手武器进行了攻击,我能不能在当轮内使用双持武器战斗规则,用甲刺发动一次“副手”武器攻击?

  不能。只要你使用双手都持用着同一把武器,你在那一轮内就不可能使用副手发动攻击,这也包括带刺铁手套和铁手套。

额外的伤害投骰:如果我使用引导打击或是『元素之触』、『火焰箭』这样的法术攻击,这些额外造成的伤害骰会在重击时翻倍吗?

  不会。核心规则书已经说明:除了武器本身的伤害骰外,其他附带的伤害投骰均不会在重击时翻倍。

  简单的讲,凡是要扔骰子的伤害,只有武器自身的骰子翻倍 (长剑的1d8翻倍,巨剑的2d6翻倍,诸如此类)。

既能打10尺也能打5尺的长矛:触及武器不能攻击邻接你的目标,所以我用一根长矛的柄当临时武器!根据临时武器规则,我把这支长矛的一头可以视为临时武器木棒,然后用它来攻击邻接我的敌人,耶!你看,你们在临时武器规则中说,临时武器是“本身并不是设计用来战斗的物品”,既然长矛的另一头当然不是设计来战斗的,所以我就计划通了吧科科。

  嗯...好吧,如果你真的打算用临时长矛的一头当作临时钝击武器攻击邻接你的敌人而失去触及特性,那就随意吧。

  我们自开脑洞声明将一件双手武器改成单手持有或是单手武器双手使用说一个自由动作,那么就假定你这么玩也是一个自由动作吧 (当然,你如果这样做的话会导致失去触及带来的威胁范围)。

  顺便,因为你用的是临时武器,这意味着你将丢失相关专长 (比如武器专攻) 和附魔等等好处,但是你也可以从影响临时武器的效果中受益。

Concealment and Precision Damage: Does concealment (the 20% kind, not total concealment) negate all kinds of precision damage? There is some confusion from the multiple places where precision damage appears.
Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.

重击:“打了一个重击”(Scoring a critical hit)和“确认了一个重击”(onfirming a critical hit)有甚区别?

  没有,但是我们倾向于使用后者。(至于“出爆”,我们希望使用更专业的“造成了一次重击威胁“)

擒抱:擒抱的规则到底怎么说?

  好,我们来总结擒抱:
  • 擒抱不会让你在AC上失去敏捷加值,被抱也一样。
  • 被擒抱的生物可以正常发动整轮攻击。
  • 被压制只会失敏,不会措手不及。

伤害减免:如果一个法术效果造成钝击、穿刺或挥砍伤害,伤害减免是否影响它?

  如果一个法术并没有说明具体的伤害类别,那么DR对它无效;但是,如果一个法术的描述中指明了这个法术造成钝击、穿刺或挥砍伤害,那么在穿透DR时,它就会被视为具有相应伤害类别的物理攻击 (事实上实际的法术效果也相当有限,除非是造成会不会把泥怪分裂成两个这样的情况)。

  范例:『冰风暴』法术造成3d6钝击和2d6寒冷伤害,如果你用冰风暴A一群有 [DR 5/挥砍] 的丧尸,那么它们受到的钝击伤害减少5点,但是寒冷伤害不会受到影响。

偏斜攻击:如果一个攻击被偏转,它视为攻击失手吗?

  取决于偏斜这个攻击的能力。

  举例来说,专长「拨挡飞箭」的说法是:“当你被远程武器击中时,每轮有一次机会挡掉而不受伤害。”——很清楚,你只是不受伤害而已,并不是偏转了攻击,所以对方的攻击并没有失手。在这种情况下,诸如流派专长「炎灵」或是「白蛇吐信」这类需要攻击失手才会触发的效果不会被触发。

  「白鹤拳」也是一样,现在白鹤拳不会造成失手了科科。

  注意,专长「抓取飞箭」的效果算作偏斜攻击——但是,仍然不算作攻击失手,你只是抓住了来袭的投射物而已。

  一个被偏斜而失手的攻击不但不造成伤害,而且其附加的其他效果 (属性吸取、负向等级、有害效果等等) 也不会生效;如果一个接触法术可以“维持能量 (Holding the Charge)”,它也会在被偏斜的情况下仍然保持能量。例:食尸鬼的爪抓攻击如果被偏斜,它的麻痹特殊攻击也直接无效;如果一个『电爪』法术的接触攻击被偏斜,施法的攻击者可以仍然维持法术能量。

  另外白鹤拳不会造成失手了,科科。

Dim Light: When an ability requires a character to be near shadows or an area of dim light (like the shadowdancer’s shadow jump or hide in plain sight), how does that interact with low-light vision, darkvision, and the like?New!
While it’s true that most creatures in the game have low-light vision or darkvision, when the rules talk about being in or near an objective light level (for example “in an area of dim light”), they always refer to the state of light and darkness from the perspective of normal vision, like a human. The exceptions, effects that depend on an observing creature’s perspective, such as the heavens shaman’s enveloping darkness ability, call this out with text indicating that the ability alters or depends on that creature’s perspective, rather than the overall light level.

Drawing and Sheathing a Weapon-like Object: I know I can draw or sheathe a weapon-like object as a move action using the "Draw or sheathe a weapon" action, but if I have a base attack bonus of +1 or higher, can I draw a weapon-like object with a regular move?
Yes. As shown on the chart on page 183, when you have a BAB of +1 or higher, you are combining the regular draw or sheathe a weapon action (to draw a weapon) with a move action. Thus all rules for draw or sheathe a weapon apply, including the ability to draw a weapon-like object.

Free Actions: Can you take free actions during an attack of opportunity? For instance, can you use the Grab, Trip, Pull, or Push universal monster rules after hitting with an attack of opportunity, since they require free actions and free actions can’t be used off-turn? What about Rock Catching? That seems like it could only work off-turn.
While you can’t take most free actions off your turn, Grab, Trip, Pull, Push, and Rock Catching’s free actions can all be used off-turn. This will be reflected in future errata.

自由动作:一轮可以做几个自由动作?

  理论上你可以进行一个或多个自由动作。如果你是律师,去问GM。

  战斗章节对自由动作的描述是:“自由动作几乎不需要花时间去进行,不过你每轮可以进行的自由动作次数是有限的。”

  耶稣说:爱你的GM,去麻烦他们!

每轮动作受限:如果其他人的一个插入动作,比如借机攻击,造成了一个减少我在行动轮内的动作的效果,这个限制即时生效吗?

  当然,你现在的行动会马上受到影响。

  比如,如果你在一次整轮攻击中尝试发动一次摔绊攻击,但是你又没有精通摔绊而因此被目标AO,而你的对手的武器里恰好储法了一个『人类定身术』,而且你又恰好意志败了,那么你就会立刻被麻痹,失去其他的动作 (包括正在进行的整轮攻击)。

  另一个例子:如果你的对手拥有「恍惚重击」专长或是储法武器里储存了一个可以造成恍惚的法术,你被攻击影响就会立刻陷入恍惚,并且恍惚对你造成的动作限制立刻生效。这表示,如果你受到这个造成恍惚效果的攻击是来自一次移动导致的借机攻击,那么你可以完成这次移动,但是因为恍惚,本轮将不能进行标准动作;如果你在进行整轮攻击的期间被造成恍惚状态 (参照上面的例子),那么你的整轮攻击会被打断,并且你失去本轮的移动动作 (因为你已经进行过需要标准动作的攻击,且引发了借机攻击),恍惚会导致你的整轮攻击无法完成。

骑乘战斗:当我在骑乘坐骑时发动冲锋攻击,是人冲还是马冲?

  人冲并且马冲,骑手和坐骑都承受AC减值、攻击加值和其他冲锋规则描述的影响。关于战斗章节的骑乘战斗特殊规则部分,骑乘者在使用长枪冲锋时,他必须“骑乘冲锋”才能获得额外伤害的好处——人和马一起冲,而不是人冲或者马冲。

  骑乘冲锋是骑手和坐骑同时发动的冲锋。在骑乘冲锋时,你在使用长枪,或是拥有「奋力冲锋」专长 (或类似效果) 然后使用其他武器攻击时可以造成双倍伤害;使用长枪攻击,且拥有「奋力冲锋」专长则是造成三倍伤害。

This change will be reflected in future printings of the Pathfinder RPG Core Rulebook

多武器/额外攻击次数/双持武器战斗:如果我因为高BAB而获得了额外攻击次数,我能用手持的多把武器战斗而不承受双持武器战斗的减值吗?

  当然可以,只要你没有进行双持武器战斗规则的那一次额外攻击,黑白双剑也好王之财宝也好,攻击次数只是你的BAB问题。

  假设你是6级战士 (BAB +6/+1) 一手拿长剑一手拿轻型硬头锤,你不使用双持武器战斗的整轮攻击方法可以是:
  1. 长剑 +6,轻锤 +1
  2. 轻锤 +6,轻锤 +1
  3. 长剑 +6,长剑 +1
  4. 轻锤 +6,长剑 +1

  无论怎么组合,在这种情况下你肯定只有两次攻击,+6一次+1一次。只要你没有使用双持武器规则来获得额外一次攻击,你就不会受到双武减值。

  如果你有「即时备战」专长,你甚至可以只拿一把武器发动整轮攻击,然后自由动作拔出另一把武器发动接下来的攻击 (因为高BAB而获得的攻击次数)。只要你的整轮攻击次数不超过你的BAB提供的次数,你就不视为在使用双持武器战斗,也就不会受到双武减值。

  双武减值只出现于一种情况:你使用副手的武器进行额外的一次攻击。如果你不进行这次攻击,就不会受到双武减值 (如上面4个例子)。

  如果你使用双持武器战斗规则来获得整轮攻击中的额外的一次攻击,那么便会是下面的两种组合方式 (未计入双持武器战斗减值):
  A. 主手长剑 +6,主手长剑 +6,副手轻锤 +6
  B. 主手轻锤 +6,副手轻锤 +1,副手长剑 +6

  换句话说,一旦你决定这一轮利用双持武器战斗来发动额外一次攻击 (必须在任何攻击发动前决定),你在主手持用的武器发动第一次攻击和接下来的攻击,然后我在副手持用的武器因为双持武器而额外攻击一次,最后记得算上双武器战斗减值。

天生武器攻击:我是否擅长自己的天生武器?

  是。如果你通过种族特性 (参照怪物手册)、你的职业能力 (如德鲁伊职业能力描述) 或是其他途径 (如炼金术士的〖野性突变〗药剂发现) 而获得来天生武器,你自动擅长它们。

Nauseated and Actions: Does the nauseated condition really mean what it says when it says “The only action such a character can take is a single move action per turn” or does it just mean I can’t take a standard action?
The nauseated condition really means what it says. You are limited to one move action per round, and not any other actions. Compare to the staggered condition, which says “A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions.”

压制:一个生物如果想通过擒抱战技压制对手,它通常需要进行两次战技攻击检定 (成功发动擒抱一次,追加压制尝试一次)。那么如果你被压制,你也需要两次战技检定才能挣脱压制 (一次反抗擒抱一次挣脱压制)?

  否。被压制只是被擒抱的一种升格形态,所以被擒抱状态和被压制状态不会同时存在 (如被压制状态的描述)。你不会因为被擒抱者压制而受到擒抱和压制两者同时造成的减值 (压制覆盖了擒抱,而不是并存)。所以,你在被压制时只需要进行一个对抗战技检定就可以同时挣脱擒抱和压制。

远程接触攻击法术和借机攻击:如果我施放一个需要远程攻击检定来命中目标的法术(比如灼热射线),但我处于一个敌人的触及范围内,这个行为是否会引发两次借机攻击?

  是。你会因为施法动作和远程攻击动作各吃一次AO,因为它们事实上是两个动作。

  但是,一次发射多发射线的远程接触攻击法术 (如较高施法者等级的『灼热射线』) 只会触发一次因为远程攻击而导致的借机攻击 (施法仍然导致另一次)。

长触及和物体:如果我拥有较长的触及范围,我会在使用或拾起一个处于我触及范围内的物品时触发借机攻击吗?还是说只要敌人也可以触及这个物品它就可以发动AO,而不一定非要接触我?

  简单的说,你可以操作任何处于你触及范围内的物品或生物。捡起或操作一件物体通常会导致借机攻击。但是,如果你的对手并没有威胁你本身,即使被你操作对物体处于它的触及范围内,你的动作也不会引发借机攻击。

Reach increases and size increases: The description of Large or larger creatures with reach weapons says that they can strike up to double their natural reach but can’t strike at their natural reach or less. Do I calculate this doubling before or after effects that alter my reach like Lunge or longarm?
Double the base reach for a creature of your size first, then add in all the other abilities afterwards. So for instance, an ogre with the longarm spell wielding a longspear and using the Lunge feat would be able to attack creatures that were 15, 20, 25, or 30 feet away but not creatures that were 0, 5, or 10 feet away.

准备动作:我能准备一个冲锋攻击动作吗?

  不能。规则说明了准备动作只能准备一个“在你的回合内进行的标准动作”。既然冲锋动作不是一个标准动作,那么当然就不适用于准备动作的范畴。

Reflex Saves: If I’m paralyzed, held, dying, or otherwise completely immobilized or insensate, can I still attempt a Reflex save?
Yes, you can still attempt a Reflex save, but since your Dexterity is set to 0, you’ll have to replace your Dexterity bonus with a –5 penalty, so you’re not likely to succeed. If you do succeed, it might be due to the power of your cloak of resistance, a good angle for cover, or even luck. Either way, follow the rules of the spell for a successful Reflex save, even if this would change your space, like create pit. However, you lose evasion in these circumstances. If you are under the influence of a rare effect that causes you to be immobilized or insensate and allows ongoing Reflex saves to escape the effect, as an exception to the rule, you can use your full Dexterity bonus (instead of a –5 penalty) for the purpose of attempting those ongoing saves only, since your full Dexterity is at work within the confines of the spell, trying to break free.

体型变化,等效体型增大效果和伤害骰等级增大:天生武器和人造武器的体型伤害骰变化表让人头大呀,特别是有好几个不同的伤害骰升格表,我到底应该用哪个?

  武器和天武伤害随体型变化可以参照以下表。

  伤害骰增长表:1, 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 3d6, 3d8, 4d6, 4d8, 6d6, 6d8, 8d6, 8d8, 12d6, 12d8, 16d6

  如果体型增大一级,按照下表将原伤害骰提升两个级别。如果原本的武器体型为小型或更小 (或说被视为小型或更小),又或是它原本的伤害为1d6或更少的话,那么它的伤害骰只提升一个等级。

  如果体型缩小一级,按照下表将原伤害骰降低两个级别。如果原本的武器体型为中型或更小 (或说被视为中型或更小),又或是它原本的伤害为1d8或更少的话,那么它的伤害骰只降低一个等级。

  如果一件武器的伤害骰数量在本表上不存在,你可以按照以下调整来获得一个对比伤害骰:如果伤害骰的基本骰为d6,那么骰数下降到同骰面少一等,骰面上升到d8 (例:10d6 = 8d8);如果伤害骰到基本骰为d6,那么骰数上升到同骰面多一等,骰面下降到d6 (例:5d8 = 6d6),这样你就可以按照新得出的骰数来依据表格调整武器伤害骰变化了。

  如果一件武器的基本伤害骰类型在本表上不存在,可以按照以下调整来获得一个对比伤害骰:2d4 = 1d8,3d4 = 2d6,此后的d4骰以此类推;1d12 = 2d6,此后的d12骰以此类推。

  除此之外,2d10上涨一级=4d8,下降一级=2d8,作为例外无视原本的体型,此后的d10骰以此类推。

Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?
As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

偷袭:立即生效的法术攻击可以附加偷袭吗?

  不能。举例来说,法术『灼热射线』的多条射线可以同时射击一到多个目标,每条额外的射线只造成额外一次法术说明的伤害(由施法者在施放时选择)。

  由法术制造而本身并不需要攻击检定的每轮多次攻击效果,如8级德鲁伊的火焰刀法术,可以在每次攻击时附加偷袭伤害,只要施法者的攻击满足偷袭的前提(夹击目标或目标失敏)。

投炸武器;所有的投炸武器都需要一个整轮动作来准备投掷吗?

  否。使用投炸武器仅仅是一个攻击动作,并且绝大多数投炸武器并不需要准备——扔出去,在撞击目标时就会爆破 (你所有的动作只需要将它们从你的身上取出,投掷攻击,仅此而已)。

  “准备一件投掷武器”指的是那些在描述中说明了需要装置引线的投炸武器,比如油:

引用
  油:一品脱灯油可以在燃烧时提供6小时的照明,如果当作投炸武器来使用,那么将它视为炽火胶。一壶油在使用前需要一个整轮动作装和点燃引线,但在投掷时有50%几率引线熄灭。

  如上述描述,这个整轮动作是为油壶装置引线的动作,而非使用它作为投炸武器的动作 (“准备”油壶并不包括投出它)。

击破战技:我可以在整轮攻击时使用击破战技么?规则提到我可以使用击破战技攻击作为一次攻击的一部分,那么整轮攻击呢?

  当然可以,事实上这个说法更准确:你可以用1次击破战技攻击取代1次近战攻击。所以,你可以在同一轮内发动多次战技尝试,甚至可以用一个击破取代1次借机攻击。

Tiny and smaller creatures: In the section on Tiny and smaller creatures, it says that entering a creature’s space provokes an attack of opportunity, but typically 5-foot steps don’t provoke an attack of opportunity. If a Tiny or smaller creature took a 5-foot step into a creature’s space, would it provoke an attack of opportunity?
Yes. Even with a 5-foot step, a Tiny or smaller creature entering a creature’s space provokes an attack of opportunity (unless it is using a more specific ability to avoid the attack of opportunity such as the Monkey Shine feat). This doesn’t mean that a Tiny or smaller creature entering a creature’s space and moving out of a threatened square with a move action provokes two attacks of opportunity from that creature, for the same reason that moving out of multiple of a creature’s threatened squares in the same move action doesn’t provoke two attacks of opportunity.

摔绊:如果一个处于俯卧状态的目标因为起身而触发了我的借机攻击,我可以用这次借机攻击机会对它发动摔绊吗?

  不行。因为起身而导致的借机攻击发动时目标并没有完全站起,所以在借机攻击时,目标仍然视为俯卧 (你仍然可以获得攻击俯卧目标的优势)。但是,因为摔绊并不会阻碍目标的动作,它仍然能正常站起来。

双手武器:将双手武器换成一只手持有或是返回双手挥舞的状态是一个什么动作?

  自由动作。这意味着一个法师可以在战斗时双手使用他的木棍,以一个自由动作松开一只手施法,然后再以一个自由动作重新双手拿好自己的武器,这样他在本轮的其他时候就可以发动借机攻击了 (因为木棍需要双手才能使用)。

  当然。因为这是一个自由动作,GM可以限制它的次数 (比如一轮只能放手/抓住武器一次)。

双持武器战斗:如果我在自己的回合中选择双持武器战斗,双武减值会影响我在本轮之后的借机攻击吗?

  不会。你在使用双持武器战斗并且完成整轮攻击以后,借机攻击不会受到减值影响并且使用你的正常攻击加值。

  一般来说,只在你的回合生效的攻击检定减值不影响你的借机攻击,除非特别说明 (比如「猛力攻击」和「寓守于攻」专长)。

徒手击打:我可以使用双持武器规则每轮发动两次徒手击打吗?

  可。

Weapon Attacks and Special Abilities: Many places in the rules use the term “ranged weapon attacks” and similar terms, but how does this apply to spells, spell-like abilities, supernatural abilities, and extraordinary abilities (heretoafter called special abilities) that require ranged attacks but might not necessarily seem like weapons?

In general, special abilities that require attack rolls benefit and suffer from all modifiers affecting attack rolls even if those modifiers mention weapon attack rolls (such as the penalty for firing into melee, the bonus on attack rolls from Point-Blank Shot and inspire courage, and the like), unless the spell specifically calls out that it doesn’t apply them (for instance spiritual weapon calls out that it isn’t affected by feats and combat actions, but it would still have to deal with cover, and firing into melee if ranged).

When it comes to modifiers that affect weapon damage rolls, or simply “damage rolls” (such as the bonus on damage rolls from Point-Blank Shot, inspire courage, and smite evil), special abilities that deal damage on a successful attack roll, apply them on hit point damage only, and only once per casting or use, rather than once per attack. For instance, if a spell or special ability launched a dozen different ranged attacks simultaneously, only one (of the user’s choice) would receive bonus damage. This doesn’t apply on area effects with the rare potential for extraneous attack rolls, like fireball. However, there is a category of abilities that deserve a special note: Abilities like Arcane Strike that specifically enhance a character’s weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock’s mystic bolts that specifically call out that Arcane Strike applies).

In the same vein as abilities like Arcane Strike that affect a character’s weapons, abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.” The exception is abilities that deal damage when a creature touches or hits you in melee (for instance, the occultis’s energy ward focus power), which should also deal damage when a creature makes a melee touch attack against you but rarely call them out directly.

Certain special abilities (for instance rays, kinetic blasts, and mystic bolts) can specifically be selected with feats like Weapon Focus and Improved Critical. They still aren’t considered a type of weapon for other rules; they are not part of any weapon group and don’t qualify for the effects of fighter weapon training, warpriest sacred weapon, magus arcane pool, paladin divine bond, or any other such ability.

Abilities that modify the action usage of ranged weapon attacks or require their own special action almost never work with special abilities, since special abilities require their own actions. For instance, Pinpoint Targeting wouldn’t work with scorching ray or the soundstriker’s weird words because each of them requires its own action to activate and thus can’t be part of the feat’s specific standard action. Rare exceptions include mystic bolts and kinetic blade, which can specifically be used as part of other actions.
« 上次编辑: 2017-02-16, 周四 11:40:25 由 Anacius »

离线 Falengel

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【FAQ】进阶种族手册(Advanced Race Guide)(2016.11.25)
« 回帖 #5 于: 2014-05-15, 周四 17:18:25 »
进阶种族手册(Advanced Race Guide)


种族


半精灵,『博采众长 (Paragon Surge)』法术:我能在同一天内多次施展博采众长,来获取不同的增益效果吗?

  否。每天第一次你使用博采众长时,你必须选择一项专长、并决定所有相关的选择。一旦选定,这一天的效果即被确定,多次施展也只会得到相同效果。

半兽人,〖敏锐黑暗视觉 (Acute Darkvision)〗种族特性:我能在选择了替换掉黑暗视觉的种族特性的情况下,选择这项特性吗?

  否。在选择敏锐黑暗视觉之前,你必须先拥有黑暗视觉作为种族特性。【译注:敏锐黑暗视觉本身替代掉的是兽人凶猛特性。】

半兽人,「凶暴召唤 (Ferocious Summons)」专长:召唤生物的HP被降为0时即消失,那这项专长是如何作用的?

  召唤生物并非在HP被降为0时消失,而是在被杀时 (当前HP降至体质属性负值时) 消失。

半身人,〖战争投石者(Warslinger)〗种族特性:这项装填能力适用于哪些种类的投石索?

  战争投石者能力指出,“拥有此特性的半身人能以自由动作装填投石索”。它并没有说“任何种类的投石索”或“所有投石索”,只是说“投石索”而已。此能力仅影响标准的投石索,不包括半身人投石杖或任何其他种类的投石索。

人类:帝王血统术士的“pure strain”法术在哪本资源书里?

  “pure strain”法术在编书时被删除了,但有些相关内容还未修改。请将此奖励法术改为『排斥术 (repulsion)』。

  此内容在新印刷版的ARG中已被修正。


专长


「天界仆从 (Celestial Servant)」:生物类型的改变,会影响我的伙伴生物的生命骰、豁免、技能点数吗?

  否。它所做的仅是把生物类型改为“魔法兽 (magical beast)”(这使得它免疫其他生物的那些只影响动物的能力) 并给予其天界生物模板的能力 (除了模板本身述及的内容,并未改变其他任何东西)。
« 上次编辑: 2016-11-26, 周六 00:12:23 由 Anacius »

离线 Falengel

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进阶玩家手册(Advanced Player's Guide)(2016.11.25)
« 回帖 #6 于: 2014-05-15, 周四 17:19:05 »
进阶玩家手册(Advanced Player's Guide) (翻译 by 月夜白雨)


种族和职业


炼金术师,施法选择:如果我准备了一个有多个选择的化合炼成 (比如防护能量),我是喝的时候选择具体能量,还是准备的时候选择?

  喝的时候选择。

炼金术师和灌注炼成:灌注炼成可以用来准备一个限定范围为自己的化合炼成 (比如克敌机先),然后让别人喝下这瓶灌注炼成并生效吗?

  可以。

炼金术师:如果我有急速炸弹科研发现,我可以使用快速射击、双武器攻击、精通双武器攻击、加速术等类似能力获得多次攻击吗?

  可以。因为选了这个发现后,全回合投掷炸弹被视为使用远程武器。

炼金术师:从Cheliax,Empire of Devils一书里的专长Accelerated Drinker可以让角色用一个移动动作使用化合炼成吗?

  不行

炼金术师:近程射击专长对炸弹伤害有效吗?

  有

狱火炸弹、毒气炸弹、烟雾炸弹、粘性炸弹等类型炸弹是在造成炸弹伤害的同时造成指定效果吗?

  是的。比如烟雾炸弹就是在造成伤害的同时制造区域烟雾。

炼金术师:在炼金术职业能力里面,毒素是不是被视为炼金物品?

  是的。

炼金术师:在制作非药水的魔法物品时,炼金术师可以被视为施法者吗?

  字面理解,不能,炼金术师不是施法者,因为也无法选择制造奇物等专长。
  设计组认为这会让炼金术师不能制造魔像等标志性物体,所以在考虑如何修改。

炼金术师:使用化合炼成、突变药剂和投掷炸弹都是什么动作?

  都是标准动作。这个动作包含从背包或什么地方取出必要的道具或材料。

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

Barbarian Increased Damage Reduction: The increased damage reduction rage power says it increases the “barbarian’s damage reduction”, but does that refer to the barbarian class feature “damage reduction” or to any damage reduction the barbarian might possess. In particular, the invulnerable rager archetype trades away the barbarian’s damage reduction class feature for a new ability called invulnerability that gives a slightly different form of damage reduction, so would the rage power work with that?
The rage power refers to the class feature damage reduction, meaning that it doesn’t help invulnerable ragers’ invulnerability class feature. The suggestion for the archetype to take that rage power in the suggested rage powers is in error and will be removed in the next errata.

野蛮人,次级灵魂图腾:谁来决定这些灵魂攻击谁?它们会受到什么影响吗?

  每轮都由野蛮人自己决定。它们不会受到增减攻击和伤害的效果影响 (比如祝福术和绝望术)。它们的攻击出发点一直是野蛮人的位置。它们不会得到夹击加值也无法与其他单位造夹击。

野蛮人,图腾战士:这个变体可以让野蛮人选择不同系列的图腾狂暴之力吗?

  不能。事实上,野蛮人不能选择多余1系列的图腾狂暴之力。

骑将:从德鲁伊职业得到的动物伙伴等级和骑将的坐骑等级叠加吗?

  如果这个坐骑 (动物伙伴) 同时在骑将的坐骑列表和德鲁伊的伙伴列表上,那么就叠加等级来计算能力。如果没有同时在两个列表上,那么就无法叠加,而该角色将会获得两只动物。
  这个回答同样适用于骑将和游侠的兼职。

牧师,子域:对于某些子域来说,我该如何处理这些子域奖励的异界誓缚法术?

  这里是我们的错。打个比方来说异界誓缚邪恶生物需要用反邪恶法阵来进行束缚,但一个会异界誓缚邪恶生物的牧师 (比如恶魔子域的牧师) 奖励法术是反善良法阵,这会使得该角色无法正常使用异界誓缚,因为这名牧师无法使用反邪恶法阵,这是一个[善良]法术。
  解决方法有两个,一个是让你的dm让你不需要法阵就可以使用异界誓缚,一个是找别的施法者帮忙。

德鲁伊,图腾萨满:这个变体在什么等级得到自然变身?

  他们在6级的时候才会得到自然变身能力。

德鲁伊,鹰图腾萨满:大鹏的体型是巨型,而我自然变身最大只能变成超大型,咋搞?

  这是一个bug。
  为了解决这个问题,你可以自然变身成中体型鹰,或自然变身冲超大型大鹏。变身的能力获取和属性调整正常按野兽邢台法术来计算,施法者等级取鹰图腾萨满的有效德鲁伊等级。
  这个规则只对鹰图腾萨满生效,不适用于其它图腾萨满变体。

半精灵和半兽人:这两个种族的角色可以选择人类的天赋职业奖励吗?

  可以。因为这两个种族被同时视为2个种族。

半兽人,獠牙:这个替换种族特性可以和利牙尖突专长叠加使角色得到2个啮咬攻击吗?

  这个地方我们很重视如何达成同质化。因此,回答是,不行,除非你有多于1张嘴。
  一般而言,一个天武一轮只能使用一次。这同样适用于野性之怒狂暴之力。

神圣辩护者:这个职业给予了一种AC加值会持续到“战斗中被击中”。接触攻击被视为“击中”吗?类似的法术比如魔法飞弹或火球术呢?

  只有需要骰攻击骰对抗AC的攻击,才被视为“被击中”。因此接触攻击算,飞弹和火球不算。

大地旅者:地形熟稔能力中给予盟友的加值持续多久?

  这个能力基本上类似于游侠的猎手羁绊 (伙伴),只不过是将大地旅者的地形加值给予盟友而不是宿敌加值。由此考虑,持续轮数等于大地旅者的感知调整值 (最少为1轮)。

审判者:审判者的破敌能力可以影响双头武器的两个头吗?

  不能。因为制作组将双头武器视为两个不同的武器,因为那些能力、法术、效果作用于“一个武器”的,都只会影响双头武器的一个头。

审判者:当具有独行战术的审判者同时拥有包抄专长时,敌人被盟友重击时会受到审判者的借机攻击吗?

  会,不过只有该敌人被确认重击且此时被审判者和重击发起者夹击才行。此时审判者获得一次借机攻击机会。

炼金大师:对于双重思想进化突变,当你第二次豁免成功并改变形态时,会消耗一次突变药剂使用次数吗?

  会。这个能力实质上就是花费一次使用次数来克服第一次的失败豁免带来的影响。因此如果角色已经没有了突变每日使用次数,那么就无法通过这个能力克服突变了。

炼金大师:对于突变能力,如果下轮该角色无法进行标准动作,那么是会被强制突变还是会怎样?又是使用什么动作哦?

  强制突变不好,但是不能忽视这个问题。我们认为,在这种环境下,炼金大师会使用剩下的动作尽可能的突变。比如若反胃,那么就用移动动作突变。若只有迅捷动作,那么就用迅捷动作突变。若没有动作,比如被人类定身或干脆无助,那么在得到动作后的第一时间就要进行突变。

Monk ki mystic archetype: The ki mystic ability seems like it alters the monk’s ki pool ability, but it doesn’t say “This ability alters ki pool.” Is this because the ki mystic’s ki pool is a separate second pool that can only be used for the powers described in the ki mystic archetype, and the monk then also receives the regular ki pool that works as normal?
No. When Advanced Player’s Guide was written, archetypes were new and the “this alters” language didn’t exist yet, meaning archetypes in this book, including ki mystic, never include it, even when they should by current standards. The ki mystic ability alters ki pool. At 3rd level, a ki mystic gets a ki pool of Wisdom modifier points that can be used for the abilities listed in the archetype. At level 4, this upgrades to a ki pool of 1/2 monk level + Wisdom modifier + 2 points, which is a single ki pool (the ki mystic does not gain two) that can be used in all the usual ways a monk can use ki, plus those mentioned in the archetype.

先知:我可以选择一个启示多次吗?

  一般不行,看启示具体说明。

先知:对于那些法术说明里需要使用感知决定效果的法术 (比如灵能武器),我可以用我的魅力吗?

  如果按字面而言那么不能,你还是得用感知。
  不过我想你的房规可以解决这个。

先知:知识秘示域的先知选择闪避秘诀启示后可以用魅力代替敏捷来决定CMD吗?如果我措手,那么会失去魅力上AC吗?

  尽管这里没有明确写出,但是选择该启示后的确可以用魅力代替敏捷决定CMD。措手的这种先知同样会失去魅力上AC,因为魅力此时是敏捷的替代品。

先知:鬼扰诅咒如何影响法术材料包里的东西?

  对于特殊施法材料,你得花一个标准动作从法术材料包里找到它。但是由于法术材料包的特性,普通施法材料在其中并不会受鬼扰诅咒影响。因此为了游戏顺畅,我们建议特殊材料也不要受到鬼扰诅咒影响。

先知:鬼扰诅咒会延长我拔出武器的时间吗?

  不会。诅咒影响的是“携带的物品”。而如果你只是“拔出武器”,从一柄刀鞘里,那么这就不会受到鬼扰诅咒影响。
  不过如果你试图从背包里拿出武器,那么就会受到影响。

先知:启示“月之帷幕”能强迫目标受到“狂暴术”影响,可这是一个作用于“自愿”目标的法术?

  通过接触攻击该能力使得目标进入如同“狂暴术”效果的一种状态,而不是等同于“狂暴术”。这不需要豁免。每次使用该能力都只作用于一个目标。

先知:我施展的正气如虹法术获得什么DR?

  根据你选择将什么法术自动加入已知法术列表来判断。选择“治疗”法术的如同会“引导正能量”般判断,选择“造成伤害”法术的如同会“引导负能量”般判断。

Oracle Bones Mystery: What exactly does the raise the dead revelation mean when it says you can summon a skeleton or zombie to serve you? Do I need a corpse? If not, can I just summon whatever I want, like a tarrasque fast zombie?
The raise the dead doesn’t require a corpse; you summon the creature (rising up out of the earth is a potential visual for this effect). You summon the base creature from the Bestiary in either case (human skeleton or human zombie) aside from the modifications from the revelation (adding extra HD, fast or bloody, and the advanced template). At the GM’s discretion, an oracle with a noticeably different body or bone structure might summon skeletons and zombies with this ability that look cosmetically more similar to the oracle than to a human, but this doesn’t affect their game mechanics.

先知,生命秘示域,能量盈身:每轮我可以用这个能力治疗一个单位几次?

  1次。无论你穿过了该单位的占据格多少次,或者他穿越你的占据格多少次,都只治疗1次。

圣武士:神圣使徒变体会得到一个领域。那么会得到该领域的所有好处,比如神授力量吗?

  会。包括神授力量,领域法术,可以正常获得并使用的领域法术位。 (比如神圣使徒最多只有1-4环领域法术和领域法术位)

怒火先知:狂野预知能力能让该角色获得新的狂暴之力或启示吗?

  不能。

盗贼:防御式突袭游荡者天赋带来的闪避AC叠加吗?这个加值是对所有敌人有效,还是只对被偷袭者有效?

  这里有两个重点要解释。
  第一,初版时它写的是“对被偷袭者的AC得到+1环境加值”,这就非常弱鸡。二版时改为了“闪避加值”而不是“环境加值”,但省略了“对被偷袭者”几个字,这就太强了。
  第二,它并没有指出这种闪避加值是否与自己的叠加,这样就会造成一个奇怪的现象:闪避加值可以叠加,但是大多数房规表示这个闪避加值无法与自己叠加。我们还没有讨论出对这个天赋的最终修改,因此我们倾向于下列处理:这个闪避加值只针对被偷袭者才有效,并且无法与自身叠加。这就阻止该贼偷袭弱鸡敌人得到闪避加值来对抗boss,也防止盗贼通过多次偷袭来堆出一个逆天AC。

游侠:渗透者变体的游侠失去了偏好地形能力,那么伪装能力和视线躲藏能力怎么办?

  渗透者变体可以在使用[模仿能力]时使用伪装和视线躲藏,而无需偏好地形。

术士:深洋血统的术士在9级时获得间歇泉法术作为血统法术,可是这是一个5环法术,此时术士没有5环法术位?什么情况?

  没有错,该术士将该法术作为4环法术获得了。因为对于德鲁伊来说这是一个4环,所以这样处理不会滥强。

子域:德鲁伊、审判者和其他能获得领域的职业可以选择子域吗?

  可以。那些不信神的职业可以选择的子域就限定于他们可以获得的领域相关子域。

召唤师:我可以在不是我的回合、我麻痹中或其它我无法做动作时使用生命连结吗?

  虽然在职业描述中这是一个自由动作,但它可以让召唤师帮幻灵吸收伤害来使幻灵不被遣返,因此不是召唤师的回合、召唤师因丢失力量敏捷而无助、中了人类定身术等情况都不影响召唤师使用该能力。

召唤师:生命羁绊能力如何作用?当召唤师失去意识时幻灵就会立刻遣返,那么这个能力看起来就无法触发。

  这个能力将在召唤师hp将要掉到0以下时被触发,而不是将要死亡时。二版已经修正。

召唤师:如果我选择触及进化,那么我有多少次攻击可以提升触及?

  这个进化写的是“一次攻击”而不是“一次攻击类型”,因此若幻灵有两次爪抓而我选择“爪抓”提升触及,那么只有1次爪抓是提升触及后的攻击。

召唤师:选择天防强化进化的最低等级是?

  文中写的是“每5个召唤师等级可以选择一次”不是很明确。
  1-4级召唤师可以选择第一次,5-9级召唤师可以选择第二次,10-14第三次,15-19第四次,到20级时可以第五次选择。

若我召唤被放逐或驱逐的幻灵,那么召唤出来时的幻灵hp是?

  被放逐或驱逐时的hp是多少,再召唤出时就是多少。

女巫,尖笑巫术:我可以用标准动作使用它然后再用移动动作使用它,这样1轮使用2次尖笑巫术吗?

  不能。你每轮只能使用1次尖笑巫术。

女巫,尖笑巫术:使用该巫术时我的角色是不是要真的疯狂大笑,还是说只是一个描述?

  你的角色必须真实的“尖笑”——至少声音要大,如同法术里面的“声音”成分。
  更新:若女巫被沉默,则无法使用尖笑巫术。若目标被沉默,则无法收到尖笑法术影响。

女巫,魔釜巫术:1级女巫就能选择了这个巫术获得制造药剂专长?那不是一个3级专长嘛?

  可以的。

女巫,易容巫术:这个巫术的时间限制是?

  忘了写了。持续时间是每女巫等级1小时。

女巫,邪眼巫术:我可以用这个巫术多次针对一个目标吗?

  可以,若多次使用该巫术并选择不同的减值,那么多项减值可以共存。选择已有的减值则只会刷新该减值的持续时间。
  但多个不同角色对同一目标使用邪眼巫术选择同一减值时,该减值不会叠加——因为它们是来自同一个资源——邪眼巫术。不过以此类推,降咒法术选择不同减值后也可以在同一目标身上共存 (降力量、降敏捷等等)。只要邪眼巫术选择降低不同的数据,就可以叠加。

女巫,飞翔巫术:我可以将羽落术和漂浮术对别人使用吗?

  不行。这个巫术的能力都只能对女巫自己起效。不过你可以抱着别人然后自己飞。

女巫,治愈巫术:我可以用这个巫术伤害不死生物吗?如果可以,可以用多少次?

  这个巫术如同治疗伤口法术,所以可以伤害不死生物。
  对某不死生物使用后,24小时内都对它无效咯。

女巫:若一个巫术说24小时内对同一单位只生效一次,那么是否意味着其他女巫也无法让该巫术对该单位起效?

  不,只是使用巫术的女巫的该巫术对目标24小时内只能生效一次,不影响其他女巫。

女巫:若我进阶了一个提升施法能力的进阶职业,我还可以在升级时从庇护主那里获得奖励法术吗?

  不能,进阶职业一般只会提升你的已知法术量、每日法术数量、施法者等级。


专长和背景特性


奥能爆发:使用这个专长是类法术能力还是超自然能力?

  是超自然能力。

Bodyguard: The Bodyguard feat says that I can spend one of my attacks of opportunity to aid another the AC of an adjacent ally, but it doesn’t say one way or the other whether this removes other restrictions on aid another? Particularly, do I need to threaten the attacking enemy? Also, has that enemy provoked an attack of opportunity from me?
You still need to fulfill all requirements of aid another, including threatening the attacking enemy. Bodyguard uses up one of your attacks of opportunity for the round, but the enemy hasn’t provoked an attack of opportunity from you, nor are you making one (which is relevant for abilities like Paired Opportunist).

梯云纵:这个专长 (同时还有壁虎游墙专长) 对于有无限轻身落的20级武僧来说怎么搞?

  这两个专长都可以让20级武僧移动最多50尺,因为不考虑无限的话,轻身落的限制是100尺,所以一半就是50尺。

一拥而上:这个专长可以让你与远程武器一起造夹击吗?

  这个专长并不会改变夹击需要近战攻击的规则,只是改变夹击的连线判定规则,所以远程攻击依然无法夹击。

魔法裔 (背景特性):我可以用这个背景特性将某个法术的环数降低到比正常该法术环低吗?

  不行。比如你不能将火球术给弄成2环。

完美打击:我可以用徒手攻击使用该专长嘛?

  如文字所言,只能使用文中所描述的特定武器。
  那么为什么学习该专长有“精通徒手攻击”这个前置呢?因为这个东西是我们想刷武僧的时髦值才做的,因此让其它职业难以学习它。这个前置意味着自动获得该专长的武僧可以轻易学习该专长。要是前置只是“武僧等级X”的话,那么就只有武僧能学了,这可不好,不好。

远古血脉:选了这个专长的人类可以获得特殊的种族职业变体吗?

  可以,你可以获得专长所选种族的特殊职业变体。

甄选法术:如文,允许选择某些单位忽略法术,比如黑触手和反魔场?

  滚蛋。它只对持续时间为“立刻”的法术有效。


装备和魔法物品


制造物品和施法者等级:APG的造物规则说“制造者的施法者等级必须高于物品的施法者等级”。这跟CRB书不同,哪个是对的?

  APG错了。物品的施法者等级并不是制造它的前置条件,特殊情况除外。

魔法物品增加的有效等级:一些物品会增加职业能力的有效等级,比如禅定项链、奥术传承之袍、复仇骑士护腕,它们具体如何作用?

  项链说“提升丹田气池能力4级”,包括气池大小和击破DR的有效等级。而其他消耗气的能力并不是丹田气池能力,所以没有影响。
  长袍说“提升术士的血统力量效果”,要知道术士的血统力量、血统奥秘、血统法术是三个不同的能力,所以该袍子只影响血统力量。
  护腕说“提升圣武士的制裁邪恶能力4级”,这个能力的等级提升只影响额外伤害和每日使用次数。

猎人附魔:这个附魔提供给生存检定的加值是多少?

  等于该武器的增强加值。

法杖:APG里的不少法杖价格是正常是一半,是打错了吗?

  没有,这里的价格是卖出去的价格,买入价是两倍。UE里面是正确的。

Weapon Cord:用这个东西拉会武器是个什么动作?

  在原书 中我们写的是一个迅捷动作,不过设计小组最近把它改成一个移动动作,我们会在新印刷的版本里修改这一条.


法术 (Spells)


"Does not stack with" and spells with effects other than bonuses: What does it mean if a spell tells me it doesn’t stack with another spell or "similar effects" if some of the effects aren't bonuses?
If you have two spells with effects other than bonuses and those spells or effects are called out not to stack, that means that the effects that apply to the same rules component or situation do not stack, so if they apply different non-bonus effects to the same rules component, the most recent spell takes precedent. For example, aspect of the falcon specifically doesn't stack with any other effect that expands the threat range of a weapon, such as Improved Critical or keen. This means that the part of aspect of the falcon that applies to criticals doesn't stack with those effects, but it doesn't prevent someone with Improved Critical from receiving the competence bonuses on attack rolls and Perception checks. If a character with Improved Critical (light crossbow) cast aspect of the falcon, his criticals would change from 17–20/x2 to 19–20/x3. Similarly, blessing of fervor does not stack with haste, which means that the increased speed, extra attack, and attack roll/AC/Reflex save bonuses wouldn't stack between the two spells, but if you had both spells active, you could still get those three benefits from haste while choosing to stand up as a swift action or apply metamagic to a low-level spell.
« 上次编辑: 2016-11-26, 周六 00:01:51 由 Anacius »

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【FAQ】进化职业手册(Advanced Class Guide)(2016.11.25)
« 回帖 #7 于: 2014-05-15, 周四 17:31:28 »
进化职业手册(Advanced Class Guide)



Anger management: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?
No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

Bloodrager Bloodlines: Can a bloodrager use abilities that require sorcerer levels and relate to sorcerer bloodlines like robe of arcane heritage?
No. Some hybrid classes, like the brawler, have a class feature allowing them to use items related to their parent class, but the bloodrager doesn’t.

歌者:歌者是否可以获得表演(管乐)作为本职技能,并将它加入自己的多才多艺职业能力中?

    是,歌者拥有表演(管乐)作为本职技能,并且他可以通过多才多艺职业能力使用表演(管乐)检定的结果替换交涉或是驯养动物技能的结果。

刚烈掌:刚烈掌流派专长是否允许你使用所有类型的武器发动攻击?

    否,你不是甲基,所以这个专长当然只对徒手击打生效。将本专长的说明中加入“你只能使用徒手击打来使用刚烈掌流派”。

龙脉术士与血脉狂怒者:龙脉术士的血脉可以增加巨龙血脉术士的血统力量,那么血脉狂怒者呢?

    也会增加血脉狂怒者的狂血之力的。

编者注:
劇透 -   :
  也就是说,进阶龙脉术士会帮助血蛮拿到这些部分的好处:

引述: 四月的血脉狂怒者翻译
引用
龙裔血脉(Draconic)
在你家族史中的某个时点,一头巨龙混入进你的血脉之中。现在,这些可畏怪物的古老力量成为了你那血怒的燃料。

奖励专长(Bonus Feats):盲斗(Blind-Fight)、顺势斩(Cleave)、强韧加强(Great Fortitude)、精通先攻(Improved Initiative)、猛力攻击(Power Attack)、技能专攻:飞行(Skill Focus:Fly)、健壮(Toughness)

奖励法术(Bonus Spells):7级-护盾术(shield),10级-抵抗能量伤害(resist energy),13级-飞行术(fly),16级-恐惧术(fear)

狂血之力(Bloodline Powers):体内奔涌着的龙之力量在许多方面展露头角。1级起,你必须从彩色龙或者金属龙中选取一种类型。一旦选择之后就无法修改。许多狂血之力产生的伤害或赋予的抗力都与这个类型相关,如下表所示。
类型能量类型      喷吐形状
黑龙强酸60尺线形
蓝龙闪电60尺线形
绿龙强酸30尺锥形
红龙火焰30尺锥形
白龙寒冷30尺锥形
黄铜龙      火焰60尺线形
青铜龙闪电60尺线形
赤铜龙强酸60尺线形
金龙火焰30尺锥形
银龙寒冷30尺锥形
劇透 -   :
利爪(Claws,Su):1级起,你会长出利爪。这些爪子被视为天生武器,使你能够使用完整的基本攻击加值,以全力攻击(full-attack)进行两次爪抓攻击。这些攻击每下造成1d6点伤害(若你的体型为小型则是1d4点)加上你的力量调整值。4级起,这些爪子在克服伤害减免时被视作魔法武器。8级起,爪子的伤害增加至1d8点(小型为1d6点)。12级起,这些爪子会在成功命中时额外造成1d6点伤害,伤害的类型与你的能量类型相同。

龙类抗力(Draconic Resistance,Ex):4级起,在对抗你所选择的能量类型时,你获得5点能量抗力,并且防御等级获得1点天生防御加值。8级起,你的能量抗力增加至10点,天生防御加值增加至+2点。16级起,天生防御加值提升至+4点。

喷吐武器(Breath Weapon,Su):8级起,你获得喷吐武器,每日可以使用1次。这个喷吐武器造成的伤害类型与你选择的相同,伤害为每血脉狂怒者等级1d6点。处于喷吐区域内的生物可以尝试反射豁免来使伤害减半。该能力的豁免DC为10 + 1/2你的血脉狂怒者等级 + 你的体质调整值。喷吐武器的形状基于你的龙裔类型(如上表所述)。16级起,每日能够使用该能力2次。20级时,每日能够使用3次该能力。

龙翼(Dragon Wings,Su):12级起,当你进入血怒时,你能够选择在背上长出一对坚韧的翅膀,这会赋予你60尺飞行速度(机动性一般)。16级起,你的飞行速度增加至80尺(机动性良好)。

龙形(Dragon Form,Su):16级起,当你进入血怒时,你能够选择化身为你所选择的龙类形态,如同巨龙形态II(form of the dragon II),不过你的飞行机动性为一般或良好,就如同龙翼狂血之力中描述的一般。

飞龙之力(Power of Wyrms,Su):20级起,你免疫麻痹(paralysis)、昏睡(sleep)以及与你所选择的能量类型相同的伤害。你还会获得60尺盲感。即便没有处于血怒之时,你也会一直获得这些优势。

  而不包括奖励专长部分。

调查员和法术触发型:调查员的炼金术能力里面比炼金术师少一段“可以使用法术触发型物品”,是不是意味着调查员不能用法术触发型物品了?

    是的。这一段就是如此。你不能就这么用。

兽群围猎(Pack Flanking)专长:这是一个战斗专长吗?

    正是,正是,正是。

Skald: The skald class says “If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage,” what exactly does it mean by “another source”?
Another source means any source other than the rage powers gained at 3rd level and every 3 levels thereafter. A few examples of other sources are rage powers gained from multiclassing in barbarian, rage powers gained from Extra Rage Power, and rage powers gained from a magic item.

优雅挥砍:在第一版修正后的二版印刷中,什么叫做“你无法在疾风、双武、另一只手被占用情况下受益?”我可以拿盾吗?小圆盾呢?可以疾风吗?连打呢?双武器攻击?法术战斗?用天武攻击?投掷武器呢?ACG奇物剑师之证呢?

    优雅挥砍不允许大多数盾牌,但小圆盾可以,因为它不占用手。疾风连击、连打、双武器攻击、法术战斗的时候,都没法触发优雅挥砍。如果你准备在优雅挥砍之后再用天武攻击,那么优雅挥砍无效。优雅挥砍只对近战攻击有效,投掷的近战武器是无效的。剑师之证我们在下一次修正时会加上一句话“持握剑师之证在计算是否空手的能力限制时视为空手,但你还是无法在持握剑师之证的手上再持握别的东西”。

坚定意志:最新版本中,这个专长被改了。现在它是对全意志豁免有效,还是只对影响心灵效果的意志豁免有效?

    只对影响心灵的意志豁免有效。

杀手:杀手的杀戮目标能力没有提及这个能力给予的技能检定加值会在5,10,15,20级增长,这些技能加值会随着杀手提升等级而增长吗?(备注:我们的翻译看不出这个问题)

    会,技能加值同时会随着杀戮目标能力提供的杀手能力豁免DC,以及攻击和伤害成长。
« 上次编辑: 2016-11-26, 周六 00:02:36 由 Anacius »

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【FAQ】极限魔法(Ultimate Magic) ( 2015.03.30 )
« 回帖 #8 于: 2014-05-15, 周四 17:33:43 »
极限魔法(Ultimate Magic) (翻译 by 月夜白雨)


职业


炼金术师,外科医师变体,生命之息:我到底该如何使用这种化合炼成将某些家伙拉回现世?

  首先第一步,外科医师变体根据超越死亡能力将生命之息法术添加到公式簿上。
  正常情况下,掏出并喝下一瓶化合炼成是一个标准动作。
  正常情况下,给失去意识的单位喂下一瓶药水是一个整轮动作。 (规则没有写明给他人喝下化合炼成的动作为何,不过可以与喂药水做同等考虑。)
  而生命之息必须给死亡在1轮内的单位使用才能复活,而上述动作需求使得外科医师没办法使用生命之息化合炼成复活他人 (因为需要多使用一个标准动作)。
  为了让超越死亡能力能够真实起到作用 (让该变体可以复活他人),我们考虑将超越死亡能力改为允许外科医师能使用一个整轮动作掏出化合炼成灌注并喂给死体使其复活。
  在下一版的UM中这里将会修改。

炼金术师,困惑炸弹:这个炸弹的困惑术效果需要进行豁免吗?

  当然。炸弹的主要目标需要进行豁免来抵抗困惑效果 (意志豁免,DC为炸弹的DC)。
  PS:此处chm译文有误,正确应为:此炸弹扭曲被击中者对敌我的认知,被炸弹直接命中的单位遭受困惑术效果影响,持续时间为炼金术师每施法者等级1轮。被附加此效果的炸弹其伤害降低2d6 (所以如果一个炼金术师的炼金炸弹正常能造成6d6+4点伤害,那他的癫狂炸弹仅仅能造成4d6+4点伤害)。他必须达到8级才能选择此发现。

炼金术师,触手/畸变之臂:我该如何理解这些科研发现里的“额外攻击”?

  这里的“额外”,意味着“在你没有上述发现时可以进行的攻击次数之外的攻击”。
  例如,当你是个低等级双武炼金术师时,你该轮可以进行两次攻击 (每武器1次)。如果你此时选择触手发现,那么在你的回合你可以
  •双武器攻击,没有触手攻击
  •左手进行一次攻击然后使用触手进行一次次要天武攻击
  •右手进行一次攻击然后使用触手进行一次次要天武攻击
  任何时候你都不能在一轮内同时使用左右手和触手攻击,因为该科研发现里说明“不会给予炼金术师每轮额外攻击次数”。这意味着触手并不是一个标准天武,它不适用于天武的攻击规则。
  与此相似,如果你获得畸变之臂并持握一柄武器在上,那么在你的回合你可以
  •左手攻击一次右手攻击一次
  •右手攻击一次畸变之臂攻击一次
  •左手攻击一次畸变之臂攻击一次
  任何时候你都不能在一轮内同时使用左右手和畸变之臂攻击,因为“不会给予炼金术师每轮额外攻击次数”。
  这个能力限制同样适用于那些有种族爪抓或有能力在肢体上附加爪抓的家伙:触手和畸变之臂不会给予额外攻击次数,无论是将它们用作天武,持握武器,还是附加爪抓在上,都不会给予额外攻击次数。
  要知道这两个发现没有等级需求,因此不能过强。要是永久地给予角色额外攻击次数的话,那么谁都会想要兼职2级炼金术师了。

变体和获得能力:一些如狂野血脉术士这样的变体能够提供新的、与原来不同的血统力量、领域力量或类似职业能力,那么我若没有选择该变体,那么我可以通过悠远血脉专长或信徒之赐专长获得该变体独有的职业能力吗?

  不能。这些独有能力只有使用该变体才能获得。这很重要,因为这些变体会用不强的能力交换到变体独有能力。例如,精类血统术士选择狂野血脉时,会将血统奥秘和1级血统力量交换到狂野血脉独有的1级血统力量。而一个非术士通过专长获得1级血统力量而不会胡德血统奥秘,这怎么行。所以我们禁止这种行为。

吟游诗人:音爆强袭者的怪异之音能力太混沌了。它到底怎么运作的?

  考虑到这东西很多人用起来很滥,很duang。我们决定直接砍了重练。现在它的能力是这样的。“6级时,音爆强袭者可以用一个标准动作开启名为‘怪异之音’的吟游表演,释放至多每4个诗人等级1条的音波能量字。每个字的射程为30尺,在远程接触攻击命中后,造成4d6点音波伤害。吟游诗人可以将自己的魅力调整值加到每个音波字上。若多个字同时攻击一个单位,则它们会混合成一次攻击,一次强力的音波攻击;伤害加值和对方的能量抗力都只会计算1次。诗人既可以将所有音波字定位攻击1个单位,也可以分开攻击。要注意的是,所有音波字都是同时攻击。每个字都需要消耗1轮吟游表演。”下次errata我们会把这段改上去的。

德鲁伊:对于巨甲虫动物伙伴,4级时的啮咬伤害会进化为?

  会进化为1d8。

魔战士,黑键:我可以用制造魔法武器和防具专长给我的黑键附加增强加值吗?

  不行,同时你也不能使用该专长给黑键附加特殊能力 (比如炽焰)。你只能通过消耗奥能力池来给黑键附加临时能力。

魔战士:魔战士可以在使用法术战斗时使用戏法吗?

  可以,法术战斗不限制必须使用1环及以上的法术。

魔战士:魔战士可以在回合内使用法术打击施放接触法术,移动,然后进行武器攻击来传递该接触法术吗?

  可以。尽管是用武器攻击来代替近战接触攻击进行传递,但魔战士的法术打击能力不会改变战斗中使用接触法术的基本规则 (见crb书185)。因此,如同使用接触法术,魔战士可以使用法术打击来释放接触法术,然后移动靠近敌人,然后进行近战攻击传递法术,该次近战攻击视为自由动作。

  经过一些讨论,魔战士接触自己的持握武器不会视为“接触任何事物”,因为接触自己的武器不会使接触法术散发。当魔战士使用法术打击能力后,若该次武器攻击丢失/被敌人卸除武器/以任何原因丢下武器,他的该次接触法术依然会暂不散发,如同普通施法者一样。额外的,这名没有武器的魔战士若在散发法术前用该手重获武器 (比如捡起来),他依然可以尝试使用该武器传递法术。不过,若魔战士用该手触摸了非武器的任何事物 (比如药水),则法术自然散发。
  总的来说,法术打击给予魔战士很多方式来传递法术,我们只是不希望魔战士过难使用接触法术。

魔战士:进行法术战斗时,我另一只手的武器可以是徒手攻击或天武攻击吗?

  可以,只要那只手的武器是轻型或单手武器即可。例如,徒手攻击,爪抓,挥击等。尾击或翼击不适用手所以无法在此时使用。

魔战士,法术战斗:使用法术战斗时,另一只手必须要使用武器吗?不能使用混合武器 (比如甲刺或啮咬) 来使施法手保持空闲的同时持盾或干其他事?

  你的另一只手必须使用明确的轻型或单手武器。

魔战士,法术战斗:使用法术战斗进行全回合攻击时加速和其他类似效果有效吗?

  有效。
  修订:修订后的加速术与类似效果会影响本质上其实就是全回合攻击的攻击,比如法术战斗。早期规则里法术战斗无法适用加速术等效果 (因为法术战斗并不是全回合攻击)。

魔战士,法术战斗:进行法术战斗时,我可以进行多少次武器攻击?

  你在使用武器进行全回合时你可以攻击多少次,你在进行法术战斗时就可以攻击多少次。例如,8级魔战士 (BAB+6/+1),那么法术战斗时我的主手武器攻击就有2次。

魔战士,黑键:黑键会被击破武器吗?

  会。在奥能力池未干时黑键免疫破损状态只是让黑键不会受到破损效果而已。黑键本身依然会因为各种方式受到伤害——甚至被摧毁。只不过当奥能力池未干时,黑键不会因为破损而受到减值。
  能力里的“不灭剑魂”名字只是一个噱头,不是规则。

魔战士。法术战斗:法术战斗时我可以使用哪些法术?

  按规则所说,此时你可以使用的法术必须是魔战士已知法术,且用魔战士法术位进行了准备。
   (某些魔战士能力可以让魔战士在进行法术战斗时使用费魔战士法术,比如拓展学习奥能。)

魔战士,法术打击:如果我该次施法允许进行多次接触攻击,我可以使用武器进行多次传递吗?

  可以。例如,如果你使用寒冷之触 (允许进行多次接触攻击),你可以使用法术打击用武器来传递该法术,并且之后的每次武器攻击都可以用来传递多余的法术接触攻击 (每武器攻击传递一次法术接触)。
  如果你可以在一轮内进行多次武器攻击 (比如很高的BAB),那么你可以每轮都用武器传递多次接触攻击,只要你还有法术接触攻击的次数剩余。
  比如,8级魔战士 (+6/+1),使用寒冷之触,那么你有总计8次法术传递攻击。若使用全回合攻击进行两次武器攻击,那么每次成功的武器攻击都会传递一次法术。

武僧,一名内家拳师可以在没有替换掉特定变体需求能力下,选择该变体吗?

  可以。因为要优先考虑其他变体的替换能力,而不能在达到等级后才考虑是否替换——其他变体必须在获得特定等级时替换特定能力。
  例如,轮回僧替换了混元体 (7级)、金刚体 (11级)、渗透劲 (15级)、超凡入圣 (20级)。那么若内家拳师同时想获得轮回僧变体,那么首先得替换掉这4个能力。至于其他等级的职业能力内家拳师可以自由选择是否替换,但这4个级别的能力则无法被内家拳师替换——因为它们已经被轮回僧变体给替换了。
  要注意的是若其他变体替换掉了某武僧能力,那么该武僧无法通过内家拳师变体重新获得高能力。举个例子,内家拳师/轮回僧替换掉了7级的混元体,那么这个武僧无法通过内家拳师变体获得混元体能力。

先知:钢铁秘示域的坚钢兵刃启示和森林秘示域的构木武装启示所创造的武器持续时间是?

  这些武器持续每先知等级1分钟,并删去“使用时间无需连续,每次至少1分钟”的说明。

术士,混血术士和狂野血统:我可以同时选择这两个变体吗?

  不行,因为变体规则说不能选择同时替换一个能力的变体。混血术士和狂野血统同时替换了术士的血统奥秘和血统力量,因为无法同时选择。
  虽然GM可以放开这方面的限制,不过不管如何,角色不能通过混血术士能力来在高等级选择已经被狂野血统替换掉的血统能力。举个例子,一个狂野血统残暴 (深渊) 混血术士已经在9级用“深渊之翼”替换了“深渊强壮”,那么该混血术士就无法在15级和20级通过混血术士的特性重新获得“深渊强壮”血统力量。

术士:选择了狂野血统先贤的术士在确定奥术箭的每日使用次数说是用智力还是魅力?

  该术士使用智力来确定血统力量的每日次数,包括奥术箭。因为哪怕写的是魅力,也依然是用智力来决定,这是血统奥秘的力量。
  之所以写的是魅力,是要考虑其他非先贤血统的术士,和通过非术士方式获得血统力量的角色 (比如悠远血脉专长),所以这里写的是魅力。

术士:20级的土灵血脉术士免疫电击并且可以异界传送到水元素位面???

  不行。该术士20级能力只适用于强酸和土元素位面。这是一个Ctrl错误 (笑)。
  修订:已修订。

术士:谐律血统里的奖励专长,Mystic Motif专长是什么?

  这个专长已经被砍掉了 (专长效果是改变法术表征提高被法术识别的DC),用余音绕梁代替。

术士:罗刹血统专长,Deceptive专长和Mystic Motif专长是什么?

  Deceptive应该是诈欺Deceitful专长。另外一个被砍掉了,用法术强效代替。

召唤师:混元学者可以在同一回合内同时使用他本体 (比如人造武器,徒手攻击,天武) 和附体幻灵进行攻击吗?

  可以。不过混元学者自己的天武攻击次数要与幻灵的天武攻击次数加起来计算每回合最大天武攻击次数 (见幻灵表格)。比如,1级混元学者无论有多少天武,合体后每轮至多进行3次天武攻击。
  如果混元学者想要同时使用幻灵天武攻击和自己的人造武器攻击,那么幻灵必须要有足够的肢体来实现这些攻击。比如,一名侏儒混元学者融合了两足两手型幻灵,那么融合形态就有两只手可用于攻击;若该角色想同时使用幻灵的爪抓和自己的武器 (比如匕首或木棍),那么就需要幻灵有额外的手臂来持握那些武器——因此一回合内该两手幻灵不能在进行2次爪抓攻击后再使用匕首或木棍进行攻击 (除非它多进化出了手)。
  要记住混元学者依然适用于人造武器和天武混合攻击的规则 (天武与人造武混合攻击时所有天武视为次要天武承受-5减值)。

  另外记住混元学者融合幻灵就如同穿上一层生物装甲,是以幻灵的外形来限制召唤师可以做什么。如果幻灵没有手臂,那么融合后召唤师就无法使用自己的手臂操控物体、进行攻击、释放法术等需要手臂进行的动作——因为融合后召唤师的手臂等于是穿进了“幻灵外套”里无法动弹。召唤师同样无法将自己的身体部分伸出幻灵外套。若想此时操控物体,需要幻灵拥有手臂。

召唤师:若混元学者的幻灵获得技能精通进化,而幻灵不具有使用该技能的条件,合体后召唤师本体获得该能力的加值吗?若幻灵选择属性增强进化增加心智属性,合体后对召唤师有效吗?

  合体后技能精通的加值对召唤师有效。合体后数值增强增加的心智属性对召唤师无效,因为合体后的心智使用召唤师本体的。

召唤师:混元学者可以对融合后的自己使用不影响异界生物的法术吗?

  可以,因为一般幻灵里有“召唤师可以对幻灵使用一般不影响异界生物的法术”,而混元学者没有替换掉这能力。
  注意:这修正了早期的一个对混元学者使用人类变巨术的问题 (因为混元学者的幻灵必须至少和召唤师一样大)。

召唤师:混元学者可以使用异界形态能力来提升自己的天生护甲吗?这种提升和融合幻灵后的天生护甲提升叠加吗?

  可以。融合后不叠加,使用幻灵的天生护甲加值。

召唤师:混元学者融合后可以保留自己所穿护甲的加值和特殊效果吗?

  不行。融合后的幻灵就如同混元学者的护甲,因此融合后召唤师自己的护甲将会完全失效。不过这不意味着混元学者必须在融合幻灵后脱下护甲,因为在幻灵被放逐驱逐击杀后召唤师的护甲就会生效。

召唤师:混元学者是使用自己的HD还是幻灵的HD来决定进化?进行攻击时使用的BAB又是取决于?

  混元学者使用幻灵的HD来决定进化,而非召唤师的也不是合计。
  融合后,使用幻灵的BAB代替召唤师的BAB,然后加上其他资源带来的BAB。举个例子,19级战士/1级混元学者普通形态下有BAB19,融合后有BAB20。

召唤师:混元学者如何治疗自己的幻灵?

  因为幻灵会给予临时hp而非使用分离的hp池,因此治疗上海的效果将不会回复融合幻灵带来的临时hp。这让无法治愈融合后的幻灵。为了弥补幻灵,那些特定用来治疗幻灵的效果 (比如幻灵回复术) 将可以给融合后的混元学者回复临时hp (视为治疗了幻灵)。这意味着用这些法术给穿上的幻灵外套进行了修补和治愈,使召唤师更难受到伤害。

  不过对于快速回复进化,和其他快速回复或再生效果,依然只能治疗hp而不能治疗临时hp。

召唤师:若混元学者获得活吞进化,那么是使用自己的hp还是幻灵的临时hp来决定“胃”的hp?

  使用召唤师的hp。明显地并不是召唤师吞掉了目标,而是目标被夹在了幻灵外套中,不过因为“胃”的hp基于实际的hp而非临时hp,所以是使用召唤师的hp来进行判定。幸运的是,那些增加召唤师hp的能力 (比如熊之坚韧) 也可以增加“胃”的hp。

召唤师:当混元学者融合时受到属性伤害或属性吸取时会发生什么?

  幻灵承受肉体属性伤害和吸取,召唤师承受心智属性伤害和吸取。若因此造成幻灵的力量或敏捷降为0,召唤师会变得无助 (不过他还可以解除幻灵融合)。若幻灵的体质因此降为0,幻灵会死亡返回。当幻灵返回后,召唤师立刻使用自己的力量、敏捷、体质。

  不过溢出的属性伤害不会进一步造成影响。比如1体质的幻灵受到3点体质伤害然后死亡离开,召唤师并不会受到剩下的2点体质伤害。不过持续性的效果 (比如毒素) 就会继续对剩下的召唤师进行伤害。
  要知道,幻灵并不会自然恢复。正如hp一样,受到属性伤害和吸取的幻灵再召唤时依然保留这些伤害。因此若幻灵因被打成0体质死亡后,再召唤依然会是0体质,那一瞬间立刻死亡遣返。出现这种情况后,GM可以允许该幻灵再召唤时回复到1点属性,保证不会立刻遣返。
  那些可以治愈属性伤害与吸取的能力只有在幻灵被召唤出来后才能生效。

召唤师:当混元学者的融合解除后召唤师承受的减值、苦难和持续性效果该如何处理?

  在幻灵离开后继续影响召唤师。例如,力竭射线击中了混元学者,力竭效果会在幻灵离开后依然持续,同理还有降咒和强酸箭等。因为召唤师和幻灵是被看做一个整体,幻灵的离开就不意味着召唤师会从这些效果下解脱 (肉体属性伤害单独计算,具体请看上一条FAQ)。若在幻灵离开时效果结束,再召唤时也不会重获效果。有益状态和有害状态都如此计算。举个例子——一名隐形的混元学者不会因为隐身时解除融合就立刻现形,也不会因为在隐形时间到后再召唤幻灵而继续隐形。

女巫,冰冢巫术:该巫术的范围是?可以影响物体吗?目标需要喝水吗?可以影响免疫寒冷的生物嘛?若目标通过豁免,还会被冰封吗?持续时间是?

  与大多数强力巫术类似,范围是60尺。
  在第二版的UM中写到“暴风雨和冻结的风笼罩生物”所以只影响生物,对物体无效。
  目标不需要吃、呼吸、喝。
  普适规则是弱目标单位通过了豁免,就不需要承受该次攻击的额外影响 (比如若没有击破DR那么攻击附带毒素就无效)。因此免疫寒冷的生物不会受到该巫术的伤害且不会被冰封。
  通过豁免只受到一半伤害且不会被冰封。
  在正常温度下,冰冢持续每女巫等级1分钟。在炎热环境下持续时间减半。在永冻的寒冷环境下,持续时间是永久。

女巫,瘢痕巫术:瘢痕巫术会使得目标的交涉检定或类似社交技能有影响吗?

  看来这个巫术需要进行一点说明。
  首先,文中“瘢痕不会阻碍目标的行动和能力”意味着你无法将瘢痕放置在目标的眼中使他目盲/放在耳中使他耳聋/放在鼻子中使其窒息。然而,大型可视疤痕会使目标得到或正或负的影响,取决于女巫的艺术水平。蛮族会视伤痕为荣誉和强大,暴发户会视疤痕为童年阴影和耻辱的象征。比起我们来做相关规则设定,我想不如让GM来判断如何给予唬骗、交涉、威吓方面的挑战。
  其次,瘢痕是一种魔法诅咒,因此哪怕变形也会保留这种瘢痕。
  接着,该巫术有一个范围,因此该女巫要想给特定地方可惜啊瘢痕必须进行一次近战接触攻击。
  然后,该巫术有两个好处。女巫可以在1里距离内对此目标施展她的巫术,并在对其施放『探知术』或类似预言系效果时视为拥有对象的一些身体部分。
  再版时我们会修改这部分的说明。

女巫:光耀庇护主18级的奖励法术是?

  是火焰之躯fiery body。

女巫:狂乱庇护主6级奖励法术是?

  是扰人噪音distracting cacophony,


专长和法术


嘲讽专长:使用嘲讽专长的DC等于目标HD+目标感知调整值?

  不是。DC等于10+目标HD+目标感知调整值。

荒芜重击专长:该专长前置条件是?为什么没有重击专攻专长做前置?

  没有写作。荒芜重击、荒芜重击熟稔和高等荒芜重击都不需要重击专攻作为前置专长。

祷念/戏法:不是说有新的0环法术吗?

  他们被砍了!以后你们也见不到他们了!哦,也许Paizo blog上会有。

Choose Fate法术:这个法术在哪?女巫先祖庇护主18级奖励法术不就是这个吗?

  它也被砍死了!所有写着这个法术的地方都会被替换为怪影杀手法术。

Cold Ice Strike法术:该法术的成分是?施法时间是迅捷动作?

  成分是声音和姿势。施法时间是迅捷动作。范围是30尺直线。所有法术里写的“锥形”都改为“直线”。

Fleshworm Infestation法术:这个法术的“准备时间”一行是什么意思?

  那个是没有删掉的某个弃用系统的残留。它没有任何意义,删掉吧删掉 (柴刀切下

狂热审判专长:该专长的前置条件是?

  这里有过修改,移除了“每日两次审判职业能力”的前置条件。

Terrible Remorse法术:若我通过了该法术的豁免,我会在法术持续时间内一直麻痹吗?

  不会。这里详细说明一下,当你被作为该法术的目标时,你并不会立刻进行豁免。在你的回合开始,你才会进行一次意志豁免。若成功,则你会陷入悲伤无法进行任何动作,但法术结束。若你豁免失败,你会给自己造成伤害,但法术持续,你也可以正常行动。
  修订:修改该法术最后一行说明:若目标豁免成功,目标会陷入悲伤无法进行任何动作1轮并且AC承受-2惩罚,然后法术结束。

通灵法术专长:专长的前置条件是?

  这里经过修改,将前置中的法术专攻 (附魔) 改为了法术专攻 (死灵)。


魔法和规则


构装铠甲Construct Armor:针对构装铠甲的攻击如何判定?可以获得抗力、免疫和其他防御能力吗?这里所提到的“好处”和“坏处”是什么意思?穿它影响速度吗?

  确定AC时构装铠甲视为胸甲。若有针对角色的攻击,首先需要攻击通过角色的AC。若命中,还必须击破构装体的DR、硬度和hp。在效果计算上,构装铠甲视为角色的一个临时hp池:角色不会在构装铠甲被击毁前受到通过AC判断的伤害。
  无视AC进行的攻击也尅呀忽视构装铠甲的防护直接影响穿戴者 (比如大多数范围效果)。若构装铠甲对特定攻击免疫或有抗力,那么该特定攻击也会穿过构装铠甲的防护直接影响穿戴者。基本上,构装铠甲能够有效减轻物理伤害,但不会使穿戴者如同构装体一样够硬。
  例如,一个木魔像免疫寒冷伤害且可以被寒冷伤害治疗,若穿戴木制魔像铠甲,那么击中你的寒冷射线不会伤害木制铠甲,若射线至少造成3点寒冷伤害那么还会治疗木制铠甲,然后对穿戴者造成1d3点寒冷伤害。不如,穿戴者不会获得构装铠甲的弱点,比如穿戴木制铠甲不会让穿戴者获得火焰易伤。
  这里的“好处”是将构装铠甲视为胸甲来判断它的hp,“坏处”同理,作为胸甲时的各种减值。
  有一个特例是哪怕是作为胸甲计算,穿戴构装铠甲也不会减少移动速度 (我们设想因为构装铠甲会辅助穿戴者进行移动)。

链接:

构装铠甲

制造条件:制造构装体、制造魔法武器和防具、活化物体、构装体的体型必须调整到与制造者相同
CR增加:+1
消耗:35000gp

  这种调整允许将该构装体如同护甲一样穿到制造者身上。穿上后构装体将不会进行任何自主行动,而是完全被制造者操控,任何直接针对穿戴者的攻击都必须先通过构装体。当被穿戴的构装体被摧毁后,穿戴者会失去所有构装铠甲好处,但保留它的坏处直到脱下。好处坏处与脱下都将构装铠甲视为胸甲进行判断。只要构装铠甲仍可活动,穿戴者可以用迅捷动作命令构装铠甲自动解体并在临近的一个格子内组装成型。穿上可活动的构装铠甲需要一个全回合动作。制造者无法穿上被摧毁的构装铠甲。
  穿戴者保有自己的BAB和豁免。构装铠甲视为胸甲来计算AC、重量、最大敏捷上限和奥术失败率。
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【FAQ】极限战斗(Ultimate Combat)(2016.11.25)
« 回帖 #9 于: 2014-05-15, 周四 17:34:15 »
极限战斗(Ultimate Combat) (翻译 by 月夜白雨)


职业


炼金术师:狂暴药师变体的狂怒突变药剂增加的力量加值与普通突变药剂的力量加值叠加吗?

  不。狂怒突变药剂的+6力量替代了普通突变药剂的+4力量。

野蛮人,巨人杀手:约顿之握职业能力允许巨人杀手使用越型武器吗?

  不能。约顿之握能让巨人杀手单手使用双手武器,但只有该武器适合当前体型才能如此做。擅长巨兵职业能力只是减少巨人杀手在使用越型武器时的攻击减值,不改变使用越型武器的规则。

野蛮人,巨人杀手:一个中型巨人杀手可以使用大型双手武器,比如大型巨剑吗?

  不行。越型武器规则里说明了一切,对中型体型而言,最大能持用中型双手武器、大型单手武器或超大型轻型武器。巨人杀手变体并没有能力可以改变这一规则。

野蛮人,图腾战士:这个APG里的变体可以让野蛮人获得不同类型的图腾狂暴之力吗?

  不能。原版的UC规则有误,一个野蛮人不能选择两组及以上不同类型的图腾狂暴之力。

Dead Shot: When it says you make the number of attack rolls based on your base attack bonus, would that also include extra attacks from things like haste or Rapid Shot?
No, dead shot only includes attacks from base attack bonus (so two attack rolls at 7th, three at 11th, four at 16th). Dead shot is meant more of a backup option for particular situations (such as shooting against something with high hardness or avoiding misfires).

Dragon Totem Resilience: Dragon totem resilience says that I get energy resistance equal to twice my barbarian DR, but then it says “This DR increases by 2 for each dragon totem rage power she possesses”. From the context, it seems like it meant that the energy resistance increases. Which one is right?
It should say that the energy resistance increases by 2 for each dragon totem rage power. This will be reflected in the next errata

审判者:UM说任何有领域的职业都可以选择裁决域,而UC说只有审判者可以选择裁决域。哪个是对的?

  UM是对的。

武僧,武师:我没有气池了,怎么用遁术?

  没有替换掉遁术是我们傻逼。今后这个变体的遁术将被替换为一个武僧奖励专长。

魔战士,重装魔战:若我兼职战士,我的武器训练和盔甲训练能力与战士的叠加吗?

  可以。
  盔甲训练的叠加需要着重说明一下。
  战士盔甲训练1 (3级获得) 让战士穿中甲不减速。重装魔战盔甲训练1 (8级获得) 同样让重装魔战穿中甲不减速。
  战士盔甲训练2 (7级获得) 让战士穿种甲不减速。重装魔战盔甲训练2 (14级获得) 同样让重装魔战穿重甲不减速。
  3战士/8重装魔战的角色,拿到的两个盔甲训练1会叠加,让该角色穿重甲不减速。

武僧,僧兵:僧兵可以穿轻甲时使用疾风连击吗?

  可以,只有轻甲。不过要注意,僧兵穿甲时依然无法获得感知上AC和武僧额外AC。

武僧,擒龙僧:这个变体的奖励专长列表里有3个是不存在的??

  它们被柴刀了!现版本已修正。

游侠,野性潜猎者:野性之力和狂野天赋两个能力都替换宿敌,咋搞?

  这两个能力被视为一个能力进行变体替换,替换掉了第二第三第四第五宿敌。


专长


豭突势:豭突势写着造成2d6点流血伤害,流血伤害每轮都要造成伤害,而更高层的豭突千裂才只造成1d6点流血伤害。是不是豭突势这个专长写错了?

  豭突势的确写错了。豭突势是当你一轮内击中一个敌人两次或以上时造成2d6点额外伤害,有点像撕扯rend能力。而豭突千裂才是造成1d6点持续性的流血伤害。下一版我们会改印。

白鹤弹腿:白鹤振翅专长改了,那白鹤弹腿怎么办?

  我们又重新做了白鹤振翅,所以白鹤弹腿又重做了,我为什么要说又?现在白鹤弹腿的效果是:“你因防御式战斗而受到的攻击罚值只有-1。当你防御式战斗时,你可以白鹤振翅而对一个目标有额外闪避AC加值,那个目标第一次攻击你丢失时,你可以对目标进行一次借机攻击。若你在全防御时用白鹤振翅偏斜了一次攻击,你可以对该次攻击发起者进行一次借机攻击。(即便一般全防御时无法攻击也可以)。”【译注:见下条,重重做的白鹤振翅没有写全防御可以偏斜攻击,但是重重做的白鹤弹腿又有,所以其中肯定还有点问题,大家拭目】

白鹤振翅:第二版的白鹤振翅需要在目标攻击骰出来之前就指定哪次攻击获得+4AC,那岂不是变成猜谜游戏了?

  你说的没错。所以我们又重做了第三版本的白鹤振翅(我好像又说了不少又)。现在的白鹤振翅是:“每轮一次,当你至少空一只手进行防御式战斗时,你可以指定一个你可以看见的目标,该轮内对抗该目标时AC获得+2闪避加值。当你进行全防御动作时,你可以偏斜一次命中你的近战武器攻击。”

龙威与虎爪:这两个专长都说将1/2力调加到伤害上?具体到底咋计算?1/2不是会无条件省略小数嘛?

  我们稍微修改了一下龙威与虎爪相关的说明。龙威现在这段是“当你使用龙形拳时,你的徒手攻击伤害获得0.5倍力量调整值加值。即你每轮第一次徒手攻击伤害获得2倍力量调整值加值,其后徒手攻击伤害获得1.5倍力量调整值加值。”虎爪现在这段是:“若你在该次攻击同时发动猛力攻击,你的徒手攻击伤害获得0.5倍力量调整值加值,即1.5倍力量调整值可以加到此时的徒手攻击伤害上。”下个版本会重印。


重生导能:这个能力的范围是?

  使用你引导能量的范围。

惩责导能:专长前置里说要“审判者引导能量能力”?!

  改了!现在这个专长为兼职审判者设计。需要“审判者1级”和“引导能量”。

野性战斗训练:专长里关于武僧疾风连击的特殊说明是啥意思?

  一般武僧哪怕有天武,也无法用天武进行疾风连击。学了这个专长,选定的天武就会被视为该角色的武僧武器——那么就可以用来疾风连击了,也可以用该天武进行需要武僧武器的特殊攻击,可以在疾风连击里发挥天武的效果,等等。
  这个专长并不能让你在进行天武的同时得到额外的天武攻击。打个比方,你的疾风可以一轮打4下,学了这个专长也依然只能疾风打4下,只不过是可以用天武来打这4下而已。

恐怖最终拥抱:为什么会有能力专攻 (紧勒) 作为前置呢?

  能力专攻是增加能力的DC,但是紧勒能力没有豁免DC,所以这个前置等于是无用。
  一般来说游戏里不会出现完全无用的过路前置,我们不知道为什么设计组没有干掉这个bug,不过我们的建议是,忽视这个前置吧。(同样最终拥抱极意专长也适用)

快枪:同时有快枪专长和战斗反射专长的角色可以进行多次远程借机攻击吗?这是否意味着这之间的弹药装填是自由动作?

  可以。拥有快枪专长后,用火枪进行借机攻击后,装填弹药是一个包含在该借机攻击中的自由动作。

恶毒踩踏:这个专长和高等摔绊如何租用?我可以借机攻击2次?

  是的,借机攻击2次,因为它们不是同一种效果。
  高等摔绊是当你摔绊敌人时可以借机攻击,恶毒踩踏是你可以借机攻击趴下的敌人。



战斗


Advanced Firearms and Rapid Reload: How does Rapid Reload work with advanced firearms? It seems like I can reload an early firearm with alchemical cartridges and Rapid Reload faster than an advanced firearm. Are advanced firearms meant to receive an additional reload reduction for using metal cartridges? Are they meant to work differently with Rapid Reload than early firearms?
Advanced firearms do not receive an additional reload reduction for using metal cartridges; their reload speed is the one listed in the chart, and they must use metal cartridges, which don’t affect the reload. On page 136 under loading a firearm, it mentions that Rapid Reload reduces the time to load a firearm in the section for rules that apply to both early and advanced firearms; however, the Rapid Reload feat doesn’t break out advanced firearms separately from other firearms. It should reduce their reload speed from a move action to a free action.

双管滑膛枪:它的射程增量是10尺?普通滑膛枪的射程增量是40尺哟。

  10尺是写错了。改为40尺。

Double-barreled Muskets and other Double-Barreled Weapons: In the third printing of Ultimate Combat, double-barreled musket’s wording received an erratum to clarify, but not double-barreled pistol or shotgun, which have similar wording. Should they also use the double-barreled musket’s erratum?
Yes, all three should use the new wording from double-barreled musket.

火器:若骰重击确认骰的时候骰出了不发火,会怎么办?

  没有影响,当做普通重击确认骰来判断,一般情况下你会重击失败:)

武僧武器:如果这东西是个武僧武器,我的武僧会自动擅长它吗?

  别想。武僧武器只是可以用来疾风连击而已。要用给我老老实实学专长。

越型火器:这个规则能让我中型或更小的角色使用更大的火器吗?

  “武器的体型不影响持握和使用特性”这句话意味着你的中型角色不能将小型步枪当做单手手枪使用,也不意味着中型角色可以将大型、超大型、巨型、超巨型双手火器当做双手火器使用。和非火器一样,角色不能持握超过体型过大或过小的武器。尤其是火器规则,中型角色不能使用为大型或更大体型配置的双手火器,小型角色不能使用为中型或更大体型配置的双手火器。

蝎尾鞭(Scorpion Whips):这东西到底怎么用?有好几个版本的蝎尾鞭资源了,前后矛盾

  蝎尾鞭现在的说明将会变成“这只鞭子上镶嵌着一系列犬牙交错的锋刃。就算是面对AC具有护甲加值的生物,它也能造成致命伤害。若你同时擅长使用长鞭(Whips)和蝎尾鞭(Scorpion Whips),你可以选择用何种方法使用蝎尾鞭:正常的轻型演武武器,或者如同长鞭。当你选择将蝎尾鞭如同长鞭一般使用时,各方面都相当于你装备使用长鞭,且面对有护甲AC的单位也可造成致命伤。”这将在下一版里修正。
  这意味着,当你只擅长蝎尾鞭时,它就算一个普通的轻型演武兵器,没有其它任何长鞭的特殊属性。而当你同时擅长长鞭和蝎尾鞭时,就可将蝎尾鞭当做长鞭来使用,包括适用任何长鞭的特殊方法(作为单手武器,15尺触及,会引发借机攻击,长鞭熟稔专长等等),尤其是可以对具有护甲AC加值的单位造成致命伤。

武器:UC里有不少武器重量为“—”,如果这武器的基本材质是金属 (比如虎牙刺),那么在用秘银等特殊材质制造这些武器时如何计算价格?

  计算价格时其重量视为1/2磅。

近代火器和快速装填:近代火器如何应用快速装填?看起来我用炼金定装弹和快速装填可以让装填早期火器比近代火器更快。装填近代火器的金属定装弹是不是应用了另外一套规则哦?所以快速装填才不能应用在近代火器上?

  近代火器装填金属定装弹并不是另外一套规则。近代火器的装填速度就是表上写的那样,必须使用金属定装弹,且金属定装弹不会影响装填速度。在“装填火器”的相关说明里,快速装填可以火器装填时间,这是无分早期火器还是近代火器的;因为快速装填不会让装填近代火器成为一项特例。该专长明确无误可以将装填近代火器由移动动作减少为自由动作。
« 上次编辑: 2016-11-26, 周六 00:03:45 由 Anacius »

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极限宝具(Ultimate Equipment) (翻译 By 傻豆)



Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.
A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

Klars: A traditional klar “counts as a light wooden shield with shield spikes”, and a metal klar “counts as a light steel shield with shield spikes”. What exactly does this mean? Particularly, a klar is a one-handed weapon that deals damage like a heavy spiked shield, and it deals slashing damage instead of piercing damage, so where do the differences end?
A klar counts as a light shield for the purpose of using it as a shield (for instance, it grants a +1 shield bonus to AC, has a –1 armor check penalty, and has a 5% arcane spell failure chance). For the purpose of using it as a weapon, it is a one-handed weapon that deals 1d6 slashing damage, but it is otherwise similar to using a spiked shield (for instance, the damage doesn’t stack with the bashing ability, you lose the shield bonus to AC when attacking with the klar unless you have Improved Shield Bash, and so on). As a side note, anywhere that lists klars as counting as shields with “armor spikes” is a typo that will be handled in the next errata.

延续戒指 (Ring of Continuation):使用这个戒指能不能施放一个持续时间24小时的法术时间停止 (Time Stop)?

  可能是因为屌爷作怪,这个物品BUG我们需要回炉。把物品描述的第二句改成:“每当戒指的使用者施放一个范围为个人,持续时间为10分钟/施法者等级或更长的法术时,这个法术的效果可以持续24小时或知道使用者施放另一个范围为个人的法术为止(取其先发生者)。”

百衣套袖(SLEEVES OF MANY GARMENTS):百衣套袖的效果到底是幻术还是变化?

  是幻术(虚假幻觉),跟无像武器和护甲一样的原理。虽然它不会像幻术一样被一碰就不相信了,但也不会实际改变你所穿的衣服。这是一种外在的,包括触感、气味和类似的感官方面。

Table 7-13: What happens if I roll 66-84?
Use the following weapons on a roll of 66-84:
66 sai
67 sap
68 scimitar
69 scythe
70-73 shortbow
74-75 shortspear
76-80 shortsword
81 shuriken
82 sickle
83–84 sling

武器挂索 (Weapon Cord):收回用挂索挂在手腕上的武器是一个什么动作?

  在原书 (注:这里指APG) 中我们写的是一个迅捷动作,不过设计小组最近在考虑把它改成一个移动动作,我们会在新印刷的版本里修改这一条。(注:P子太懒,改了个毛)

武器特殊能力——冲击 (Impact):冲击武器的效果是否与法术重压之刃 (Lead Blade) 叠加?

  不叠,因为这个武器附魔和法术的效果是相似的,注意冲击武器的制造需求中有提到需要重压之刃法术。



极限战役(Ultimate Campaign)



重训:我可以通过重训把专长A替换为专长B,而我获得A时的等级尚无法满足B的先决条件吗?

  可。只要新专长是你当前的角色所能够获取的即可,你能够替换掉旧专长、获得新专长。

  举例而言,如果你是一个1级时选择了「精通先攻」的3级盗贼,你可以通过重训将其替换为「武器专攻」。即使武器专攻有着“BAB +1”的先决条件 (意味着你无法在1级盗贼时满足该专长),对于你现在的等级而言 (3级) 它是可获取的,因此是符合规则的重训用法。

  (注意:类似地,战士的职业能力允许你重训出那些获得时的等级不满足的战斗专长,只要你当前已经满足其先决条件。)

重训:我能通过重训把基础职业替换掉,并用进阶职业等级来满足该进阶职业本身的先决条件吗?

  否。

  重训规则注明,“如果重训1级职业等级意味着你不再满足你所拥有的其他专长、进阶职业或者其他能力的先决条件,那么你无法再使用这些专长、进阶职业或者能力,直至你再次符合资格为止”。因此,如果你把基础职业重训换掉、并导致你不再满足进阶职业的先决条件,那么你将不再拥有该进阶职业的职业特性,故无法用它来满足任何东西的先决条件 (包括该进阶职业本身)。

  更新 (10/16/13):任何情况下,你都无法以重训规则来用一项进阶职业满足其本身的先决条件。

  更新 (10/16/13):新规则:你无法使用重训来将1个基础职业等级替换为1个进阶职业等级。
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【FAQ】神话冒险(Mythic Adventures)(2016.11.25)
« 回帖 #11 于: 2014-05-16, 周五 11:16:27 »
神话冒险(Mythic Adventures)



What is mythic?
The mythic rules offer a new way to play Pathfinder. It uses all the rules that you are familiar with, but it adds a new layer to the game. Mythic adventurers are elevated above their non-mythic counterparts, gaining powers and abilities beyond their reach that allow them to take on tougher foes and more daunting challenges. A mythic character takes on the agents of deities, rushes headlong into the abyss, and strives to build a legend, all while facing off against a wide variety of foes, from common monsters to other mythic characters. If Elric, Fafhrd, Gray Mouser, Hercules, or King Arthur were created in Pathfinder, they would be mythic characters.

Is mythic a replacement for epic rules?
No. "Epic" rules generally mean "rules for characters above level 20." Unlike epic rules, you can use the mythic rules with 1st-level characters just as easily as you can with 20th-level characters. You can even use the mythic rules to continue to grow in power once your PCs reach 20th level, taking on some of the toughest adversaries in the game, from ancient dragons to demon lords. Meanwhile, a low-level mythic character might take on monsters that you are already familiar with, at a level where non-mythic characters would face certain doom.

How do the mythic rules work?
Your mythic character selects a mythic path, which grants a few general abilities. For example, you gain the ability to draw on your mythic power a few times per day, altering a d20 roll after you've rolled it. Mythic characters are also more durable, gaining additional hit points.
You begin as a 1st-tier mythic character. You don't gain mythic tiers by accumulating experience points. Instead, you have to accomplish a campaign-specific goals (as decided by the GM) to advance to the next tier. Using this system, your mythic tier is not tied to your character level. You still gain XP as normal, and still gain levels as normal, but occasionally you might increase your mythic tier as well, adding a few new mythic abilities and powers to your character.
There are 10 mythic tiers. By the time you've reached the 10th tier, your character is nearly unstoppable, almost the power of a demigod (in fact, one mythic ability you can choose is the power to grant spells to your followers).
It is important to note that while mythic rules add to the game, they do not necessarily make the game more complex. A new mythic abilty might allow you to automatically succeed a roll, or ignore an attack of opportunity, or bypass some other rule that slows down gameplay. Mythic isn't about adding more math to your character, it's about allowing your character to do amazing, heroic things that aren't normally possible with the normal rules.

Are there mythic monsters?
Yes. Mythic Adventures includes 40 familiar monsters (barghests, demons, dragons, giants, owlbears, and so on) upgraded with mythic abilities so they can challenge mythic PCs. The book also includes several new mythic templates for quickly adding mythic abilities to a monster, rules for customizing new mythic monster, and new universal monster rules for mythic creatures.
Bestiary 4 (available late 2013) includes additional mythic monsters.

DR/Epic: How do the new rules for overcoming DR/epic (page 7) interact with weapon special abilities that have variable enhancement bonuses, such as bane and furious?
Essentially, there are now two ways to overcome DR/epic with magic weapons.

The first way is presented in the Universal Monster Rules in the Bestiary: You can use a weapon that has an actual enhancement bonus of +6 or higher. Currently the Pathfinder RPG has no weapons with a permanent +6 or higher enhancement bonus (though you can temporarily achieve a +6 or higher enhancement bonus with certain magical or class abilities).

The second way is presented in Mythic Adventures: You can use a weapon that has a total "plus-equivalent" of +6 or higher. For example, a +1 vorpal longsword and a +2 flaming frost shock keen longsword both are +6-equivalent magic weapons.

A weapon with a conditional or variable enhancement bonus, such as bane or furious, gets the best of both options. As a baseline, it include the plus-equivalences for its enhancement bonuses and special abilities; when the conditional or variable enhancement bonuses activate, it adds those to its total as well.

For example, a +3 undead-bane longsword is a +4-equivalent weapon, which on its own is not enough to overcome DR/epic. When used against an undead creature, its enhancement bonus increases by an additional +2, making it effectively a +6-equivalent weapon (+3 baseline enhancement bonus, +1-equivalent from bane, +2 conditional enhancement bonus against undead from bane) and therefore able to overcome that undead creature's DR/epic. (Another way of looking at it is when bane is active, you add its conditional +2 enhancement bonus to the weapon's normal +4-equivalent bonus, temporarily giving you a +6-equivalent weapon).

Mythic Vampire, Overcome Weakness: How is this ability better than a standard vampire's weaknesses?
The mythic vampire should only be sickened in direct sunlight, not nauseated.
Also, unlike a standard vampire, a mythic vampire should not be utterly destroyed on the second round of exposure to direct sunlight (it will take 10 points of damage each round, lose its fast healing, and be sickened, but can otherwise take actions and survive as long as it still has hit points).
This will be corrected in the next printing of Mythic Adventures.

Why do the "inspired spell" and "wild arcana" path abilities have slightly different rules text?
These two abilities should function the same and (other than they affect divine or arcane spells) have identical rules text. They also need some clarification about what spells you can cast with either of these path abilities.

The proposed text for these two abilities (pending an official errata of the Mythic Adventures book) is:

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
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【FAQ】B(2016.11.25)
« 回帖 #12 于: 2014-05-16, 周五 11:17:51 »
概论 (General)


Claws and Talons: If I gain claw attacks, can I put those claw attacks on my feet?
If you are a bipedal creature (roughly humanoid-shaped, with two arms and two legs), your claws must go on your hands; you can not assign them to any other limb or body part.

If you are a quadruped (or have more than four legs), you can have claws on your feet. If you have claws on all of your feet, normally you can't use all of those claw attacks on your turn unless you have a special ability such as pounce or rake.

Talons are much like claws, but go on a creature's feet, usually a bipedal creature (especially a flying bipedal creature such as a giant eagle or harpy). An ability that grants you claw attacks cannot be used as if they were talon attacks (in other words, you can't "re-skin" the ability's game mechanics so you can use it on a different limb).

Constrict: When a creature with the constrict universal monster rule (Bestiary, page 298) grapples a foe, when does it deal constrict damage?
A creature with constrict deals this additional damage every time it makes a successful grapple check against a foe. This includes the first check to establish the grapple (such as when using the grab universal monster rule).

How does DR interact with magical effects that deal bludgeoning, piercing, or slashing damage?
Although the Bestiary definition of Damage Reduction (page 299) says "The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.
However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)
For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie's DR 5/slashing protects them against 5 points of the spell's bludgeoning damage. Their DR doesn't help them against the spell's cold damage because DR doesn't apply to energy attacks.

Negative Energy Affinity: How is this ability (Bestiary 2, page 299) supposed to work?
The intent of this ability is that the creature is healed by negative energy (like an undead) and harmed by positive energy (like an undead); this is automatic and has nothing to do with the intent of the target or the energy-wielder. However, as written, the ability is a bit confusing because of the phrase “reacts to,” which doesn’t have a clear definition. This ability will be changed in the next printing of Bestiary 2.

Update: Page 299—In the description of the Negative Energy Affinity ability, replace the current entry with the following:

Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Format: negative energy affinity; Location: Defensive Abilities.

Grab: The grab rules for the Bestiary say the ability only works on creatures smaller than the monster, but the grab rules for Bestiary 2 say the ability works on creatures of up to the monster's own size. Which is correct?
Bestiary 2 is the new, updated version: grab works on creatures up to the size of the monster with the grab ability. The next time we do a reprint of the original Bestiary, we'll update all references to grab and similar abilities to reflect this change.

Incorporeal Creatures and "Counts as Magic": Say I have an attack that counts as magical for the purpose of bypassing damage reduction, such as from the monk's ki pool (magic). Does that mean I can't harm an incorporeal creature at all, since the attack doesn't count as magical for that purpose?
Such attacks should also be able to harm incorporeal creatures as if the attack was magic. This will be reflected in future errata.

Pounce: If have this ability (page 302), can I make iterative attacks with weapons as part of my full attack?
Any melee attack sequence you can perform as a full attack is allowed as part of the charge-pounce-full attack. For example, a barbarian with the greater beast totem rage power gains the pounce universal monster ability and could make iterative attacks with manufactured melee weapons as part of her charge-pounce-full attack.

Pounce and Haste: If a creature with pounce is under a haste effect, and it charges, does it get the extra attack from haste?
Yes.

Edit 9/9/13: This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that pounce did not allow the extra attack from haste because pounce wasn't using the full attack action.

Pounce and Slow: If a creature with pounce is under a slow effect, and it charges, does it still get its full attack from pounce?
According to the rules as written, pounce would allow the creature its full attack, despite the slow effect.

(This happens because there is no "partial charge" action in the Pathfinder RPG.)

Spells: Can a monster with spellcasting ability use spell trigger and spell completion items?
Yes, a spellcasting creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class’s spellcasting (such as incense of meditation or a pearl of power).

Trample: The Trample Universal Monster Rule indicates that the monster is moving around as part of the trample, but it never says how far it can move. How far can a trampling creature move?
A trampling creature can move up to twice its land speed as part of the trample.


怪物 (Monsters)


Archon: Is an archon's greater teleport ability spell-like or supernatural? Individual archons list it as spell-like, but the archon subtype entry lists it as supernatural.
The ability is spell-like.

Swallow Whole: Once you've dealt enough damage to a monster's insides, what kind of action is it to escape?
A swallowed character must use a standard action, move action, or 5-foot-step to escape. This applies whether the acting character is the one who cut his way free or another swallowed character making use the exit carved by another character.

Tiny creatures, Climb, and Swim: Should all Tiny creatures use Dex instead of Str for Climb and Swim skill checks, or is that just for familiars?
Any creature of Tiny or smaller size should use its Dex modifier instead of its Str modifier for Climb and Swim checks. This will be added to Bestiary 4 as a new Universal Monster Rule.

Vampire: Does a ranger with favored enemy: humanoid (human) get his favored enemy bonus against a human-turned-vampire?
No. According to the vampire template, a human-turned-vampire doesn't keep the (human) subtype, so the ranger's bonus doesn't apply—the vampire isn't quite human enough anymore. In general, favored enemy: humanoid isn't effective against a creature that is a type other than humanoid (such as a vampire, which is type: undead).

Vampire: Does casting disintegrate on a vampire permanently kill it?
No. This is a matter of "which special exception has priority?" As the vampire monster entry states how a vampire can be permanently killed (and disintegrate is not one of those ways), and disintegrate doesn't state "this can permanently kill a creature that can only be killed under special circumstances," the rules in the vampire monster entry have priority. Reducing a vampire's hp to 0 with disintegrate just forces a vampire into mist form, at which point it retreats to its coffin.


创造与进化 (Creation and Advancement)

Change Shape: Does a creature with this ability use the duration of the change shape spell, and have to keep renewing as it expires?
As originally written, with how the Pathfinder rules for change shape work, a creature with the ability must keep renewing it every few minutes, as it is based on a spell with a duration. This negatively affects creatures such as doppelgangers, which live for extended periods in an alternate form, and having to reactivate this ability would ruin the ruse, especially as it couldn't do so while it slept.
The way this ability works is being updated as of Bestiary 2. For now, unless a creature's description says otherwise, treat any creature with change shape as if it had the ability to remain in its alternate form indefinitely, without needing to reactivate the ability. (SKR 9/23/10)
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【FAQ】异能冒险(Occult Adventures)(2016.11.25)
« 回帖 #13 于: 2015-08-19, 周三 11:02:42 »
异能冒险(Occult Adventures)



Battle Host: What exactly does it mean that the battle host’s implement is immune to the broken condition? Can it never be destroyed? Can you use it over and over again with abilities that break your weapon for a benefit?

In this particular instance, what it does is slightly different than the usual meaning of “immune.” It means that the implement suffers no penalties, even if it becomes broken. It can still gain the broken condition, and, it still counts as having the broken condition for the purpose of effects that escalate if you have the broken condition (such as effects that give the broken condition, or destroy the target if it already has the broken condition). As usual, you can’t use an effect that breaks a weapon if it already has the broken condition. An explanation will be included in the next errata.

posted Fri, Aug 14, 2015

 
Emotion Components: Does the shaken condition from effects like Intimidate count as “an effect with the fear descriptor” for the purpose of blocking spells with emotion components?

Yes, they do. It should say “fear effect,” and for most descriptors, these wordings are sometimes used interchangeably. For instance, an ability that protects you from effects with the charm descriptor would generally protect you from a harpy’s song (which is a charm effect).

posted Fri, Aug 14, 2015

 
Emotional Conduit and Dedication: The third level spell is listed as cure light wounds. Should it be cure serious wounds?

Yes, it should be cure serious wounds. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Emotive Block: Should emotive block have the emotion descriptor? The spell says it does, but then it’s a non-harmless emotion effect, so it blocks all spellcasting.

It should not have the emotion descriptor. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Kineticist Favored Class Bonuses and Elemental Overflow: The elf favored class bonus mentions it applies when elemental overflow applies, but the dwarf and half-orc do not. Should they also apply only when elemental overflow applies?

Yes, they should both apply only when elemental overflow applies, like the elf favored class bonus. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Kineticist Gather Power: I know that gather power can only be used on blast wild talents, but which of the things that add to blast wild talents can I reduce with gather power? Infusions are clear in their description, but the others are not.
操念使念力凝聚(Gather Power)能力:我知道操念使只能把念力凝聚应用到念袭(Blast)类原力上,但我究竟可以用它减少念袭原力中的哪些东西造成的过载?注能(Infusions)能力在这里说的很清楚,但操念使的其他能力则没有。

You can reduce infusions, metakinesis, and even the 1 extra burn for using a blast you don’t possess with omnikinesis. All of these add to the blast’s cost. You still can’t reduce utility talents, including the extra burn cost for swapping out a utility talent with omnikinesis, unless you use internal buffer instead.
你可以降低注能,超念(Metakinesis),以及某个你使用万力全能(Omnikinesis)能力来发动一个自己不了解的念袭造成的1点额外过载。但你仍然不能通过这个能力降低通用原力(Utility Wild Talents)造成的过载,以及通过万力全能改变一个通用原力类型而造成的额外超载,除非你使用储念器(Internal Buffer)能力。


 
Kineticist Telekinetic Invisibility: A lot of things in the talent’s description seem to imply that I can only use this talent on myself, but then again, it also says it’s like invisibility, which isn’t personal only. Which is correct?
操念使念动遁形(Telekinetic Invisibility)原力:虽然原力的说明部分看起来告诉我操念使只能把这个原力用在自己身上,但在这个原力的描述上又说它如同法术隐形术,那么我到底能不能把它施放在其他人身上?

You can only use it on yourself.
不能,你只能用在自己身上。
posted Fri, Aug 14, 2015


 
Kineticist Torrent Infusion: This infusion seems to be missing lightning blast as an associated blast. Is that intentional?

Lightning blast should be included. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Medium Favored Locations: The medium class says that spirits can be channeled from any appropriate location, not just from the list of favored locations, but is that true, or can I only channel from one of the favored locations?
通灵者降灵地点:在通灵者的职业描述中提到他们可以在如何合适的地点降灵特定的英灵而非仅仅是在后面的英灵描述中提到的偏好降灵地点。那么,我是可以任意合适的地点召唤英灵,还是说我只能在英灵描述中提到的偏好降灵地点降灵?

As the class says, you can channel from any appropriate location, and the favored locations are just a place to start. There might be times where you don’t have access to all six legends, but a medium, either PC or NPC, should generally be able to access a legend if they can come up with a good conceptual tie between the legend and a location he can find or even set up himself. For instance, a medium could go hunt a deer and then use that location to channel a champion spirit of a legendary hunter.
按照通灵者职业的描述,你可以在任何合适的地点降灵——英灵描述中提到的偏好降灵地点只是给你一些提示而不是限制。有时候通灵者确实很难找到完美的通灵地点让他尝试降灵六职阶的英灵,但一个通灵者(无论他是PC或是NPC)通常只要能找到一个与他想要降灵的英灵在职阶的概念上有所吻合的区域,甚至自行设计这样的一个区域就可以将它作为合适的降灵地点,举例来说,一个想要召唤曾经留下过猎杀猛兽的英武传说的斗士英灵的通灵者可以前去参加狩猎,并使用猎场作为他降灵该斗士英灵的合理地点。

posted Fri, Aug 14, 2015


 
Mental Block: Does the word “activated” in the spell’s description scope only over feats, or does it also apply to extraordinary, supernatural, and spell-like abilities too?

It should apply to all of them. It only stops them from using active abilities, and it doesn’t stop passive abilities at all. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Phantoms and Armor: In two different places in the spiritualist class, the rules are in conflict. In one place it says phantoms can wear armor, and in the other it says they can’t. Which is correct?
魅影与护甲:关于还是的魅影能不能使用护甲,在唤魂师职业介绍中说可以但是在魅影本身的介绍中又说不行,到底是行还是不行?

Phantoms can’t wear armor; that sentence was meant to say they can wear other magic items. This will be reflected in the next errata.
魅影不能穿护甲,并且,这句话本来是要表明它们可以穿用任何其他的魔法物品。
posted Fri, Aug 14, 2015


Psychic Bloodline Sorcerer: Psychic bloodline’s bloodline arcana changes the psychic bloodline’s spells from arcane spells to psychic spells. Clearly this means that a psychic bloodline sorcerer qualifies for abilities that require the “ability to cast psychic spells” and not abilities that require “the ability to cast arcane spells”, but what about abilities that require an “arcane spellcasting class” like the half-elf’s arcane training, where you might be selecting the class before you even took levels in sorcerer and chose the psychic bloodline? Does this apply generally to abilities that change my spellcasting between arcane, divine, and psychic?

This particular combination leads to a complex interaction; at the time of the half elf ability, the term “arcane spellcasting class” was unambiguous because archetypes were new and we were still years away from any archetypes or bloodlines that changed which type of spells a character casts. Essentially, a half-elf with the arcane training ability that chooses sorcerer is choosing “the arcane spellcasting class sorcerer”. If she then takes levels in psychic bloodline sorcerer, she isn’t taking levels in her favored class. The ability would still have a small effect, though, in that since she had no levels in her favored class, she would still count as a 1st-level “arcane spellcasting sorcerer” and be able to activate arcane scrolls accordingly (whereas normally she would need Use Magic Device to use arcane or divine scrolls even if they were on her spell list).

This is the first time to our knowledge of this principle being necessary, but it would apply in other situations that switch your type of magic and even beyond that, such as if an alternate racial trait restricted your favored class bonus to “a single class that grants proficiency in heavy armor” and you picked fighter but then took levels in fighter with an archetype that traded out proficiency in heavy armor, your chosen archetype of fighter would not be your favored class.

Also, you could use this principle in reverse. If the half-elf ability requested you to choose a psychic spellcasting class instead of arcane, you could pick sorcerer expecting to take the psychic bloodline, but the racial trait in that case wouldn’t do anything until you had actually taken levels in sorcerer with the psychic bloodline, since sorcerer isn’t normally psychic without the psychic bloodline.

posted Jul 22, 2016

 
Psychics and overwhelming presence: Rapport psychics receive overwhelming presence as a 9th level discipline spell, but it appears as a 4th level spell on the psychic spell list. Should it be a 9th level spell for psychics?

Yes, it should be a 9th level spell. This will be reflected in the next errata.

posted Fri, Aug 14, 2015


 
Sensate Fighter: The Sensate Fighter doesn’t mention trading out Weapon Training 1, but it gains an extremely similar ability at 5th level, the same level as Weapon Training 1. Should it also trade out Weapon Training 1?
感知者战士变体:感知者战士变体的变体能力似乎没有替换掉武器训练1,单他在5级时获得了一个类武训的制空圈(Centered Senses)能力,这个变体能力究竟是否取得武器训练1?

Yes. This will be reflected in the next errata.


posted Fri, Aug 14, 2015


 
Spiritualists and bestow curse: The spiritualist receives bestow curse as both 3rd and 4th level spells. Which is correct?
唤魂师法术:在唤魂师的法术列表中降咒(Bestow Curse)同时存在于3环和4环,它究竟是几环法术?

It should be a 3rd level spell. This will be reflected in the next errata.
降咒是3环唤魂师法术。
« 上次编辑: 2016-11-26, 周六 00:16:50 由 Anacius »
  护国豪杰出沙点 极北寒城从云剑
  冰纹乱卷天墙境 上古之森神灵现

  ——Jade Rgent, Chapter 3: The Forest of Spirits
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    What is the Reality?
    Are you a hero who fighting with wizards and dragons, claim the greatst power on earth?
    Or a pair of men in black standing on your doorstep at midnight, when your consciousness are swimming throgh the realm of data?
    Come on, those are true things - Believe, and they will revealing before your eyes.

  Here, I will show you a World of Darkness.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  She walks in beauty, like the night
  Of cloudless climes and starry skies
  And all that's best of dark and bright
  Meet in her aspect and her eyes

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【FAQ】极限诡道(Ultimate Intrigue)(2016.11.25)
« 回帖 #14 于: 2016-11-25, 周五 23:50:58 »
极限诡道(Ultimate Intrigue)



Criminal Reputation: Should this feat have another benefit than Persuasive for criminals?
Yes, characters with Criminal Reputation gain the +2 bonus (or +4 if they have 10 or more ranks) on any influence check against criminals, even if the skill isn’t Diplomacy or Intimidate. They also need 1 fewer influence per rank to reach a new influence threshold with a criminal organization (either positive or negative).

Dart of Recovery: In the item text, it indicates that 206 gp is the price for one, but in the table, there’s a (50). Is it the price for one or for fifty?
The text is correct, the (50) shouldn’t be present in the table. This will be reflected in the next errata.

Eyebiter Mesmerist: What is the eyeball familiar’s Wisdom and Charisma?
Both are 10.

Feign Curse: Should this feat affect creatures with 2 or lower Intelligence?
No, such creatures should be unaffected. This will be reflected in the next errata.

Phantom Thief: Does the phantom thief’s rogue level count as her vigilante level for the purpose of qualifying for social talents?
Yes.

Secret Broker: How does the secret broker use outside contact without magic circles?
The secret broker can still use outside contact, though she leverages the outsider’s secrets rather than create a circle. It still takes 1 minute to call it (the same length of time it normally takes to draw the circle) and costs 2 points of mental focus, even though she isn’t using magic circles. This will be reflected in the next errata.

Vigilant Defender: What’s the range of shared judgment?
The range is 60 feet. This will be reflected in the next errata.

Tyrant Antipaladin: Should the tyrant have anarchic weapons as an option for it’s fiendish boon? What about dispel law, protection from law, communal protection from law, and magic circle against law?
No, the tyrant should be able to have axiomatic weapons for its fiendish boon, and the spells should all be against chaos, rather than law. This will be reflected in the next errata.

Vigilante: Should the vigilante have Knowledge (nobility) as a class skill?
Yes, it should. This will be reflected in the next errata.

Warlock Mystic Bolts: This ability says that it lets me count it as a light weapon, but is it manufactured? Do the bolts add my Strength bonus on damage rolls?
Warlock mystic bolts aren’t manufactured weapons; they’re magical effects (similar to scorching rays or the flames from produce flame), and you don’t add your Strength bonus on damage rolls.
« 上次编辑: 2016-11-26, 周六 00:12:43 由 Anacius »
小天最厉害了!!

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