作者 主题: 【CRB】创建角色  (阅读 26843 次)

副标题: 包含第一章内最后几节:创建角色、范例角色和升级

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【CRB】创建角色
« 于: 2019-12-27, 周五 13:16:21 »
创建角色
本段内容位于探索者核心规则2.0版本的第一章最后部分
译者注: 考虑到国内玩家更多地是通过网络进行游戏,所以并未翻译角色卡相关也没有加入本节关于角色卡的更多信息,要是准备打印官方的纸质角色卡进行面团的玩家请自行在探索者官网上下载免费模板。

关于创建1级角色就规则层面简单来说...
  • 属性:基础全10,1级建卡最高不能超过18,一次提升+2/一次缺陷-2;族裔(提升&缺陷次数可变,见第二章);背景(固定提升1次+自由提升1次,见第二章);职业(固定提升1次,见第三章);自带自由提升4次(但4次要分别加到不同属性上)。
  • 族裔:除属性外提供族裔生命值、体型、速度、特征、族裔特殊能力、族裔专长。详见第二章。
  • 背景:除属性外提供技能熟练度、技能专长。详见第二章。
  • 职业:除属性外提供职业生命值、初始熟练度(包含察觉、豁免、技能、攻击/武器、防御/盔甲、职业DC)、职业特性、职业专长、法术(可能没有)。详见第三章。
  • 法术:详见第七章。
  • 装备:起始资金15gp(150sp),负重很重要,详见第六章。
关于创建大于1级角色就规则层面简单来说...
  • 属性:按照1级角色制作,5/10/15/20分别有一次自由属性提升,但已经达到18点的属性提升了只能+1。
  • 族裔:看职业的升级表来确定是不是有新的族裔专长可选。族裔详见第二章。
  • 专长:看职业的升级表来确定是不是有新的通用专长可选。通用专长详见第五章。
  • 技能:看职业的升级表来确定是不是有新的技能专长可选(选不了专长的等级通常是技能提升,增加技能熟练度)。技能详见第四章。
  • 职业:看职业的升级表来确定是不是有新的职业专长可选,或者是否获得新的职业能力。每次升级都根据职业提供的生命值增加最大生命值。选职业专长时可以选择变体作为替代。职业详见第三章。确认熟练度很重要,熟练度包含了你的等级,所以只要升级熟练度加值一定会+1
  • 法术:施法者请查看职业每日法术表确认可用法术,并通过职业专长确认是否有独立于通用法术列表的聚能法术,法术详见第七章。
  • 装备:负重依旧很重要,详见第六章。基础装备以外的内容见十一章。
这里只是译者随口总结的大致内容,估计不全!建议第一次做卡看完本章,会粗略提及一些数值的计算方式。
« 上次编辑: 2019-12-27, 周五 14:02:43 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【CRB】创建角色
« 回帖 #1 于: 2019-12-27, 周五 13:17:30 »
引用
创建角色 - 开拓者2版中文维基 - 灰机wiki https://pf2.huijiwiki.com/p/15465
创建角色(Character Creation)
除非由你本人来担任GM,否则你游玩探索者规则(Pathfinder)时应当去做的第一件事便是创建自己的角色。你可以自行想象角色的过往经历、个性以及世界观,这些预想将为你在游戏过程中的扮演设立舞台背景。你将会使用本游戏规则的架构来设立角色,确定自身在游戏过程中能够胜任何种任务以及具备何种能力。
本节会手把手一步步地告诉你如何使用探索者规则创建一名角色,但在此之前,必须先让你理解何为属性(ability scores)。这些数据是角色的重要组成部分,在接下来制作角色的多个步骤中,均会要求你在各种属性中进行选择。尽管本文提供了创建角色各步骤的推荐顺序,但你也可以按照自己喜欢的顺序完成这些过程。
第21-28页中的许多步骤会指示你再角色卡(character sheet)上填写内容。角色卡的样式则可以见24-25页;你可以用本书的尾页复印一份,也可以在网上下载免费文档。角色卡的设计会在你实际游戏的过程中提供方便——但是创建角色的顺序与角色卡上的样式并不相同,因此你会在创建角色的过程中来回切换在角色卡上应当关注的区域。此外,角色卡上包含了所有你可能会用到的内容,但并非所有角色都需要你动笔填充角色卡上的每个区域。如果你所创建的角色用不到某块区域,那么你只要先把这部分留白即可。
接下来的几页会详细描述创建角色的每个步骤,而且都会用编号标注在24-25页的范立角色卡上,引导你应当关注的位置。如果需要你填写的内容应当记录在角色卡的第三和第四页,但没有在指示图中标注出来时,则会通过文本进行说明。
如果你需要创建一名高等级角色,跳过此处的说明,直接翻到29页查询关于角色升级的说明是比较好的选择。



六大属性(The Six Ability Scores)
属性是你的角色最重要的数据之一。这些数值代表了角色最基础的潜力,并会对角色卡上几乎所有其他数据产生影响。属性并非一口气便能立刻决定的数据,你需要在创建角色的数个步骤中逐渐构筑。
属性可以分为两类:肉体(physical)和心智(mental)。力量(Strength)、敏捷(Dexterity)、体质(Constitution)是肉体属性(physical ability scores),它们用来衡量角色的体能强度。与之相对的,智力(Intelligence)、感知(Wisdom)和魅力(Charisma)是心智属性(mental ability scores),它们用来衡量角色的学习能力、意志力和人格力量。
某项属性越优秀,与之相关的检定和与该属性相关联的能力就会越强,如下表所述。在预想自身角色的形象时,你也应当决定让角色哪些属性更加强大一些,以此来让你获得更多成功的机会。

力量(Strength)
力量用于衡量角色的体能强度。若你想让角色进行肉搏战的话,力量就很重要。你的力量调整值(Strength modifier)还会被添加到近战伤害检定(melee damage rolls)上,而且决定了你的角色能够背负多重的东西。

敏捷(Dexterity)
敏捷用于衡量角色的灵活性、平衡能力和反应速度。若你想让角色用远程武器进行攻击或者潜伏在暗处突袭敌人的话,敏捷就很重要。你的敏捷调整值(Dexterity modifier)还会被添加到角色的防御等级(Armor Class;AC)和反射豁免检定(Reflex saving throws)上。

体质(Constitution)
体质用于衡量角色的耐力以及身体是否强健。体质对于所有角色来说都是一项重要数值,而这对经常进行肉搏战的角色更为重要。你的体质调整值(Constitution modifier)会加到你的生命值(Hit Points)和强韧豁免检定(Fortitude saving throws)上。

智力(Intelligence)
智力用于衡量角色的学习和推理的能力。智力数值较高有助于让你的角色分析形势和理解各种符号的含义,而这也意味着她们能够在额外技能上得到训练,精通额外的语言。

感知(Wisdom)
感知用于衡量角色的常规感受力、认知能力与直觉。你的感知调整值(Wisdom modifier)还会添加到察觉(Perception)以及意志豁免检定(Will saving throws)上。

魅力(Charisma)
魅力用于衡量角色的个人魅力与人格力量。魅力数值较高能帮助你影响他人的想法及情绪。

属性概述(Ability Score Overview)
每项属性起始都是10点,这代表了人类的平均水平,但你可以为角色做出选择,通过合适的属性提升(ability boosts)来调整并增加这些属性,而属性缺陷(ability flaws)则会让属性减少。在创建角色的过程中,请记得在做出后述决定时对属性数值进行调整。
族裔(Ancestry):每个族裔都会提供属性提升(ability boosts),部分情况下会附带属性缺陷(ability flaws)。若你选择承受自选缺陷(voluntary flaws)的话,请在该步骤应用至属性上(详见24页边栏)。
背景(Background):角色的背景会提供两次属性提升(ability boosts)。
职业(Class):角色的职业会提供一次属性提升(ability boosts),该属性是对角色职业来说最重要的属性,也被称作关键属性(key ability score)。
决定属性值(Determine Scores):在完成其他步骤之后,你可以自行分配四次属性提升(ability boosts)。之后再基于最终的属性数值来确定你的属性调整值(ability modifiers)。

属性提升(Ability Boosts)
一次属性提升通常会让一项属性的数值增加2点。然而当你想要应用属性提升的属性已经达到18点或更高的时候,一次属性提升只能让该属性增加1点。在1级时,角色的任何属性都不能高于18点。

属性缺陷(Ability Flaws)
属性缺陷在探索者规则里不像属性提升那样普遍。如果角色获得了一次属性缺陷——这通常来源于族裔——你要将对应属性的数值降低2点。

属性调整值(Ability Modifiers)
一旦你确定角色的属性,则可以用这些数值确定角色的属性调整值,该数值在游戏中的大多数其他数据中产生影响。请根据属性数值在表1-1:属性调整值(Table 1–1: Ability Modifiers)中确定对应的属性调整值。

表1-1:属性调整值
引用
属性    调整值    属性    调整值
1-514-15+2
2-3-416-17+3
4-5-318-19+4
6-7-220-21+5
8-9-122-23+6
10-11+024-25+7
12-13+1以此类推...

引述: 边栏:随机属性
替代方案:随机属性
ALTERNATIVE METHOD: ROLLING ABILITY SCORES
如果你想制作相对平衡且无缺陷的角色,那么使用标准方式生成的属性较为合适。但你的GM可能会想往创建角色中添加更多的随机性,用骰子来决定你要扮演的角色类型。在此情况下,你能够使用本替代方案来帮助你生成属性。但要注意的是——这种用于提供乐趣的随机性有时会创造出比标准方式(以及其他探索者规则所默认的情况)强大(或弱小)得多的角色。
若你的GM选择随机属性,则使用后述替代步骤,并在整个创建角色的过程中忽略其他说明和指导中关于属性提升及属性缺陷的要求。

第一步:掷点并分配数值
STEP 1: ROLL AND ASSIGN SCORES
投掷4枚六面骰(4d6),并舍掉最低的结果。将另外三个骰子的点数相加并记录总和。举例说明:比如你投掷出了2、4、5和6,则舍弃2并把其他三个结果相加得15。重复该过程直至得到六个数值为止。决定这6个数值分别属于你的哪个属性。

第二步:分配属性提升及属性缺陷
STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS
将角色族裔(Ancestry)提供的属性提升添加到属性上,但角色获得的自由属性提升(free ability boost)数量要比正常少一次。若族裔还提供属性缺陷,也将其应用到角色的属性上。最后,将一次属性提升应用至角色的背景(background)指定的属性上(你无法获得其他自由属性提升)
这些属性提升无法将一项属性提升到18点以上。如果该情况发生了,你可以将属性提升应用至其他属性作为替代,就如同这是自由属性提升一般,或者你也可以将一项属性从17加到18点,并放弃超出的部分。

第三步:记录属性和调整值
STEP 3: RECORD SCORES AND MODIFIERS
记录最终的属性数值以及并根据表1-1:属性调整值来确定属性调整值。当你的角色在更高的等级获得属性提升时,则可以像任何其他角色那样正常分配。



第一步:建立概念
Step 1 Create a Concept
你想扮演什么样的英雄?这个问题的答案可以简单如“勇猛的战士”,也可以复杂一些就像“在人类支配的城市中长大的精灵流浪者的孩子,她信奉太阳女神莎伦莱(Sarenrae)”。草拟角色的性格,勾勒出几条关于角色过去的细节,思考她如何以及为何进行冒险。你可能需要先阅读探索者规则中可用的族裔(ancestry)、背景(backgrounds)和职业(classes)。在22-23页中的总结可能能够帮助你将自身设立的概念和这些基础规则元素结合起来。在游戏开始之前,共同参与游戏的玩家之间讨论各自的角色如何认识彼此、以及她们如何在各自的冒险中协作也是一个好主意。
有许多方法来让你的角色概念变得清晰。一旦你对于自己想要扮演的角色产生了想法,则可以直接移步到第二步开始构建角色。

族裔、背景、职业或细节(Ancestry, Background, Class, or Details)
如果探索者规则中的某个角色族裔、背景或职业特别吸引你,则可以轻松地围绕着这些内容建立角色概念。22-23页对于族裔和职业的总结能够简要概述这些选项(完整内容分别在第二章和第三章内)。每个族裔都具有数个传承(heritages),这些内容可能会帮助你进一步完善角色概念,比如由精灵或兽人抚养的人类、或者极寒地带或森林出身的精灵。此外,游戏规则设置了许多背景可供选择,这些反映了角色接受的教育、她们家庭所做的营生、或曾经担任过的职责。背景会在第二章进行介绍,从第60页开始。
围绕着特定族裔、背景或职业建立角色可以是一种与世界观产生互动的有趣方式。你想让自己的角色成为既定角色族裔或职业中的典型成员,就好像对应条目中介绍的那般一样?还是说愿意让角色颠覆同类人持有的一般观念?举例来说:你可能会想扮演思维更加开阔、具有求变求新欲的矮人,或者具备手上技艺精湛绝伦、但却完全不想靠扒窃为生的盗贼(rogue)。
你能够从角色细节的任何方面来抽取并描绘自己的概念。你能够用扮演来挑战并非只有探索者规则的虚拟世界所限定的条条框框,甚至也可以是现实生活中的社会准则。你的角色可以挑战性别观念、探索文化身份、身患残疾或者这些提议中的任何组合。你的角色可以过上任何你自己角色合适的生活。

信仰(Faith)
或许你想扮演的角色是某个特定神祇的虔诚信徒。探索者规则丰富的世界观里包含有数量庞大且各式各样的信仰与哲学观念,从侠肝义胆的酒醉英雄凯登·凯连(Cayden Cailean, the Drunken Hero);到星辰与梦境的女神——星域之歌黛丝娜(Desna, the Song of Spheres);再到荣耀、正义和统治的女神——后继者艾欧梅黛(Iomedae, the Inheritor)。探索者规则的主要神祇都收录在本书437-440页。你的角色可能会被某个信仰所吸引,并决定成为该神祇的神卫(champion)或牧师(cleric);当然,她们也可以只是在日常生活中遵循着这些神祇教义的虔诚信徒,或者仅仅是这些信徒的孩子而已。

你的盟友(Your Allies)
当你构筑自己的角色概念时,可能会想和其他玩家产生关联。你们的角色可能已经具有了某种共同点;她们可能是亲戚,或者出身自同一个村庄的旅行者。你也可以仅就规则层面与其他玩家进行讨论,创建出在战斗技巧方面能够相辅相成的角色。对于后者来说,如果在一个队伍里同时有角色担任伤害制造者、吸引火力的肉盾以及提供治疗的能手的话,会对冒险产生很大的帮助。无论如何,探索者规则的职业中包含了许多选项,这使得在构筑各种类型的角色时都可以具有多个选择,因此你不需要被这种宽泛的类别限制了自己的选择。

引述: 边栏:族裔与职业
族裔与职业
ANCESTRIES AND CLASSES
每个角色都可以使用不同的方式来构筑自己的角色。有的人想要让自己的角色更好地融入到故事里,而有的人则想从规则层面进行能力组合形成搭配。你再制作角色时可以将两种方法结合起来。无论哪种做法都不是错误的!
当你翻页之后,可以看到关于族裔和职业的图示,该图示可以让玩家一眼从图示中辨明自己应当如何分配起始属性。在22页的族裔导览中,每个族裔介绍都会列出它会为哪些属性提供属性提升,并指示出族裔可能包含的属性缺陷。关于属性提升和属性缺陷的说明,可以向前翻阅20页的内容。
在22-23页的导览中则列出了每个职业的关键属性——该职业的大多数能力所要运用到的属性。当你为角色选择职业时,还可以让相应的属性得到一次属性提升。该导览图中还会标注出对于该职业的成员来说第二重要的属性(次要属性)。
请记住,角色的背景还会影响她的属性,而且背景带来的属性提升比职业所提供的更加灵活。有关可用背景的说明,请见60-64页。



第二步:开始构建属性
Step 2 Start Building Ability Scores
在此阶段,你需要开始构建角色的属性。见前面19-20页属性概述(Ability Score Overview)的介绍以了解更多对于你的角色来说十分重要的内容,此外你也能对整个过程有个总体的了解。
你角色的每项属性起始均为10点,随着你选择自己的族裔(ancestry)、背景(background)和职业(class),你会将能够让属性的数值增加2点的属性提升(ability boosts)、以及让属性的数值减少2点的属性缺陷(ability flaws)应用到各项属性上。在此时,你只需要在每项属性上填写好10这个数字,然后熟悉20页中有关属性提升和属性缺陷的规则。此时也是决定对于角色来说哪个属性最为重要的好时机。详细请见19页的六大属性(The Six Ability Scores)以及22-23页的各职业导览。



第三步:选择族裔
Step 3 Select an Ancestry
为你的角色选择一个族裔。22页的族裔导览提供了探索者规则的核心族裔选项,其列举的每个族裔都在本书的第二章内有完整详细的介绍。族裔决定了角色的体型(size)、速度(Speed)和语言(languages),并影响角色的生命值(Hit Points)。族裔还会提供属性提升和属性缺陷,并以此来反应此类族裔的基础素质。
当你为角色选择族裔时,要做出四个选择:
  • 选择族裔。
  • 分配任何族裔提供的自由属性提升,并思考是否要承受任何自选缺陷(voluntary flaws)。
  • 从该族裔可以选择的传承(heritage)中选择一项,进一步定义角色与生俱来的特征。
  • 选择一个族裔专长(ancestry feat),这代表了你的英雄在年轻时学会的能力。



第四步:选择背景
Step 4 Pick a Background
你的角色的背景可能代表了她们所受到过的教育、自孩童时期便经受打磨的天赋、或者成为冒险者之前所经历过的人生。角色背景刊载于第二章,从60页开始。通常来说背景会提供两次属性提升(其中一次可能要在两个特定属性中进行选择,而另一个则是自由选择),一项特定技能(skill)受训、一项学识技能(Lore skill)受训、并获得一个特定的技能专长(skill feat)。



第五步:选择职业
Step 5 Choose a Class
在此阶段,你需要决定角色的职业。职业会为你的角色赋予一整套强大的能力,这决定了她们要如何战斗,以及能够摆脱或避免哪些种类的有害效果。每个职业的完整介绍都刊载于第三章,不过22-23页的导览图也会提供粗略的信息,告诉你对于扮演该职业来说何种属性是最为重要的。
你还不需要记录下角色所选职业的所有职业特性(class features)。你只需要简单了解自己想要使用的职业,决定对你的角色来说最重要的属性是哪一项即可。



第六步:确定属性
Step 6 Determine Ability Scores
现在,你已经做完了所有关于自身角色在规则方面上的重要选择,是时候决定她的属性了。做好下面三件事:
  • 首先,确保前几步中提供的所有属性提升和属性缺陷都已经应用到了属性上(来自角色的族裔、背景和职业)。
  • 其次,将四次属性提升应用至你的角色的属性上,每次都必须选择不同的属性,并使该属性的数值增加2点。
  • 最后,记录你的起始属性以及属性调整值,就如同表1-1:属性调整值中记录的那样。
记住,每次属性提升都会让属性在基础的10点上增加2点,而每次属性缺陷都会使其减少2点。你的属性无法低于8或高于18

引述:
变体属性提升Alternative Ability Boosts
族裔中列出的属性提升和缺陷或是代表一般趋势,或是帮助指导玩家该族裔中哪种角色更可能选择成为冒险者。然而,族裔并非无法分割的整体。你总是可以选择完全放弃族裔所列出的属性提升和缺陷,改为在创建你的角色时自由选择两个属性提升。
上述文字是对所有角色开放的变体方案,而不是可选规则。自选缺陷仍然作为可选规则。由于自选缺陷的许多优点被上面的规则所取代,我们对自选缺陷做了一些调整,使其成为纯粹角色扮演的选择。

引述: 可选规则
可选规则:自选缺陷 Optional: Voluntary Flaws
有时扮演具有明显缺陷的角色会是件很有趣的事,这与你最终选了什么族裔无关。在应用族裔的属性提升和属性缺陷时,你可以选择应用额外的属性缺陷。这纯粹是为了扮演有明显缺陷的角色,而且如果你打算这样做,你应该与队伍其他成员协商。对一个属性而言,只能应用一次属性缺陷。



第七步:记录职业细节
Step 7 Record Class Details
现在,找到你所选择的职业,将角色从该职业获得的所有好处及职业特性(class features)记录下来。你现在已经标注了自己的关键属性,接下来要记录后述职业特性。
  • 确定角色的总起始生命值(total starting Hit Points),将角色从族裔(第二步中选择)中获得的生命值点数与职业提供的生命值点数相加。
  • 职业的初始熟练度(Initial Proficiencies)会介绍你的角色在若干领域内的起始熟练度(starting proficiency ranks)。将角色受过训练的技能选出并记录下来,顺着职业中记录的顺序依次标注。若你的职业在某项技能上提供受训,但该技能是已经受训的状态(这通常是你的背景提供的),你可以选择其他技能变为受训(trained)。
  • 见职业一栏的职业成长表格(class advancement table)来了解你的角色在1级时会习得的职业特性(class features)——但要记住,你已经选择了族裔和背景。有些职业特性会要求你做出其他选择,比如选择法术等等。

引述: 边栏:法术与施法
法术与施法
SPELLS AND SPELLCASTING
大多数职业能够通过学习施放少量聚能法术(Focus Spells),但吟游诗人(bard)、牧师(cleric)、德鲁伊(druid)、术士(sorcerer)和法师(wizard)能够施法——施放各种数量繁多的法术的能力。若角色的职业能够获得法术,你应当在创建角色的第七步里学习与该职业相关的法术以及如何施法。角色卡的第四页给出了空间来让你记录角色的魔法系统、法术攻击检定的熟练度(proficiency rank)以及法术DC(spell DCs)。这里还提供了足够的空间记录角色的法术剧目或法术书中记载的法术,也可以用来记录你经常准备的法术。职业决定了角色能够施放的法术、施法方式、以及每日能够施放法术的次数,但关于法术本身以及施法的详细规则请见第七章。



第八步:购买装备
Step 8 Buy Equipment
在1级时,你的角色有15金币(150银币)来购买盔甲、武器和其他基础装备。角色的职业会列出她们已经受训(甚至更强!)的武器和盔甲类型。角色的武器决定了在战斗中能够造成的伤害有多大,而盔甲则影响了角色的防御等级(Armor Class);在第十步会有更多与计算相关数据的细节。不要忘记食物和旅行道具这样的物资!关于可用装备的价格以及更多细节,请见第六章。



第九步:计算调整值
Step 9 Calculate Modifiers
在做出了创建角色最重要的几个决定后,是时候计算后述每个数据的调整值了。若你在某个数据上的熟练度(proficiency rank)达到了受训(trained)、专家(expert)、大师(master)和传奇(legendary)的话,那么对于该数据来说,你的加值(bonus)为角色等级 + 基于熟练度的数字(依次分别为2、4、6和8)。若你的角色未受训(untrained),那么熟练加值(proficiency bonus)则为+0点。

察觉(Perception)
角色的察觉调整值(Perception modifier)衡量了她的警惕性有多强。该调整值等于角色在察觉上获得的熟练加值(proficiency bonus)加上感知调整值(Wisdom modifier)。更多的相关信息请见448页(第九章)。

豁免(Saving Throws)
要确定每种豁免的数值,你要将角色的强韧(Fortitude)、反射(Reflex)或意志(Will)的熟练加值(proficiency bonus;根据具体情况)加上与各类豁免相关的属性调整值。对于强韧豁免(Fortitude saving throws)来说,使用角色的体质调整值(Constitution modifier)。对于反射豁免(Reflex saving throws)来说,使用角色的敏捷调整值(Dexterity modifier)。对于意志豁免(Will saving throws)来说,使用角色的感知调整值(Wisdom modifier)。之后再加上来源于能力(abilities)、专长(feats)或物品(items),且总是会产生效果(不包含那些仅在特定情况下生效的调整值、加值或减值)的任何加值或减值。将最后得到的数值记录到对应的豁免上。

近战打击与远程打击(Melee Strikes and Ranged Strikes)
接下来将目光转移到你填写角色所使用的近战及远程武器的部分,计算使用每个武器进行打击(Strikes,一个动作,效果是进行一次攻击)时所使用的调整值,以及该武器的打击会造成多大的伤害。打击的调整值等同于角色使用对应武器时所获得的熟练加值(proficiency bonus)加上一项属性调整值(通常来说近战打击使用力量,而远程打击使用敏捷)。你还能添加来自武器的任何物品加值(item bonus)以及任何其他常驻(permanent)加值或减值。你还需要计算每件武器的打击所能造成的伤害。近战武器的伤害检定(damage rolls)通常要加上角色的力量调整值,而远程武器则可能要加上角色的部分或全部力量调整值,这取决于武器的特性(traits)。详细请见第六章来获得更多的信息。

技能(Skills)
在角色卡的右下侧表格列出了每个技能的名称,在此旁边会标注有属性的缩写来提示你与该技能相关的属性。对于角色的每个已受训技能来说,要把与该技能对应的熟练加值(该加值对于1级角色来说通常为+3点)和对应属性的调整值相加,外加任何其他适用于该技能的加值和减值,才可以确定该技能的总调整值。未受训(untrained)的技能也使用相同的方法计算,但你的熟练加值为+0点。



第十步:完成细节
Step 10 Finishing Details
接下来将后述细节添加到角色卡的适当位置上。

阵营(Alignment)
角色的阵营是一种关于她所具有的道德和性格的指标。在探索者规则中一共有九种可用的阵营,如表1-2:九大阵营(Table 1–2: The Nine Alignments)所述。若角色的阵营属于中立之外的其他类别,那么她便会获得与该阵营类别相应的特性(traits)。这可能会影响各种法术、物品和生物与你的角色互动的方式。
角色的阵营是由两组相对的价值观所构成的:善良与邪恶轴以及秩序与混乱轴。没有对某个倾向表现出强烈认同的角色会位于该轴的中立一栏。请时刻谨记,阵营是一个复杂的主题,看起来好似善良的行为也可能被用于邪恶的目标,反之亦然。GM是某件特定行为会如何影响角色阵营的最终裁决者
若你扮演神卫(champion),角色的阵营必须符合自身的神祇与事业(Deity and Cause)相符(见437-440页以及106-107页),若你扮演牧师(cleric),角色的阵营必须符合她信奉的神祇(deity;见437-440页)。

善良与邪恶(Good and Evil)
若角色将他人的幸福置于自己之上,无私地帮助他人(甚至是帮助那些与她非亲非故的人)的话,该角色就属于善良阵营。若角色为了保护他人免受伤害、甚至会将自身置于危险之中的话,她也是善良的。若角色会为了一己之私去牺牲他人,甚至以伤害他人为乐的话,便属于邪恶阵营。若角色的价值观倾向于两者之间,则可能在善良邪恶轴上属于中立位置。

秩序与混乱(Law and Chaos)
若角色注重事物的一致性、稳定性以及可预见性,认为这些高于灵活性的话,她便属于秩序阵营(或称守序阵营)。守序角色的人生遵循着一套固定的系统,这可能是经过精心规划日复一日的生活、小心谨慎地遵从于一套官方或非官方性质的制度、或者严格坚持着某种荣誉准则。而在另一侧,若你的角色看重灵活性、创造性以及本能的释放,认为这些比让事物一致相容更加重要的话,她们就属于混乱阵营——但这并不意味着她们会通过随机的方式来作出决定。混乱角色认为守序角色过于死板,无法根据自身优势来应对每种状况,也不能抓住机遇;而守序角色则视混乱角色不负责任、任性轻浮。
许多角色介于两者之间,在很多情况下服从法律或遵循行为规范,但在自身需要的时候,也会凌驾于规则之上。若你的角色也是如此,则在此轴上属于中立位置。

改变阵营(Changing Alignment)
随着游戏的进行,当角色的观念变更、或者你意识到自身角色的行为反映出了不同阵营的风格而非你最初选择的阵营时,阵营便会改变。在大多数情况下,你可以就这样在改变阵营后继续游戏。但是当你扮演的角色是牧师或神卫的时候,将阵营改变成自身信仰神祇(对于神卫来说则是改变事业)所不允许的组合时,会让角色失去部分职业能力,直至她们赎罪(atone)为止(详细请见各职业中的描述)。

表1-2:九大阵营
引用
善良中立邪恶
秩序    守序善良(LG)    守序中立(LN)    守序邪恶(LE)
中立中立善良(NG)完全中立(N)中立邪恶(NE)
混乱混乱善良(CG)混乱中立(CN)混乱邪恶(CE)

神祇(Deity)
写下你的角色所信仰的神祇(如果有的话)。神卫和牧师必须信仰神祇。见探索者规则的437-440页了解更多关于神祇的信息。

年龄(Age)
确定角色的年龄,并将这记录在角色卡的第三页上。在第二章中,你为角色所选择族裔的描述中,有关于此类族裔各年龄层的描述。在此之上,你可以根据自己的喜好扮演任意年龄的角色。角色年龄很老并不会对你的任何角色数据产生影响,但是你可以在考虑起始属性以及后续成长时将这一因素考虑进去。过于年轻的角色可能改变游戏中部分威胁的调性,所以建议创造角色时的年龄层至少为成年的青年人(young adults)。

性别与人称代词(Gender and Pronouns)
所有性别的角色都可以成为冒险者。在角色卡的第三页记录角色的性别,如果可以的话,把人称代词也记录上。

职业DC(Class DC)
职业DC是角色职业所提供的部分能力的困难等级。该DC基础为10,加上对应职业的职业DC获得的熟练加值(对于大多数1级角色来说为+3),再加上职业的关键属性的调整值。

英雄点(Hero Points)
你的角色会在每个游戏团期(game session)的起始获得1点英雄点,你可以在这个团期(sessions)内通过作出英雄般的行为或谋划出巧妙的计策来获得额外英雄点。你的角色可以使用英雄点来获得某些好处,比如避免死亡或者重新投掷一次d20检定。关于英雄点详细内容请见467页的第九章。

防御等级(Armor Class;AC)
角色的防御等级反映了在战斗中命中她究竟有多难。想计算自己的AC,要用10加上角色的敏捷调整值(至多为角色装备盔甲的敏捷调整值上限;见274页),加上角色对于自身盔甲所具有的熟练加值,外加盔甲对AC带来的物品加值(item bonus),以及任何其他的常驻(permanent)加值和减值。

负载(Bulk)
角色的最高负载反映了她们能够轻松携带多重的物品。如果她们所携带物品的总负载量超过了5加自身力量调整值的话,角色便会陷入超载(encumbered)状态。角色所携带物品的总负载量无法超过10加自身力量调整值。角色的负载等于她所携带物品的总和;时刻铭记10件轻量物品(light items)记为1负载(1B)。你可以在第六章里找到更多关于负载的信息。



原文
劇透 -  原文:
Character Creation
Unless you’re the GM, the first thing you need to do when playing Pathfinder is create your character. It’s up to you to imagine your character’s past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You’ll use the game’s mechanics to determine your character’s ability to perform various tasks and use special abilities during the game.
This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.
Many of the steps on pages 21–28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24–25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you’re actually playing the game—but creating a character happens in a different order, so you’ll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.
All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24–25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren’t shown, the text will tell you.
If you’re creating a higher-level character, it’s a good idea to begin with the instructions here, then turn to page?29 for instructions on leveling up characters.

The Six Ability Scores
One of the most important aspects of your character is their ability scores. These scores represent your character’s raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.
Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character’s physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character’s learned prowess, awareness, and force of personality.
Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.

Strength
Strength measures your character’s physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.
Dexterity
Dexterity measures your character’s agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.
Constitution
Constitution measures your character’s overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws.
Intelligence
Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.
Wisdom
Wisdom measures your character’s common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.
Charisma
Charisma measures your character’s personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others.

Ability Score Overview
Each ability score starts at 10, representing human average, but as you make character choices, you’ll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.
Ancestry: Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).
Background: Your character’s background provides two ability boosts.
Class: Your character’s class provides an ability boost to the ability score most important to your class, called your key ability score.
Determine Scores: After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.

Ability Boosts
An ability boost normally increases an ability score’s value by 2. However, if the ability score to which you’re applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that’s higher than 18.
When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a “free” ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or?Wisdom.

Ability Flaws
Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2.

Ability Modifiers
Once you’ve finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in Table 1–1: Ability Modifiers to determine its ability modifier.

TABLE 1–1: ABILITY MODIFIERS
Ability Score Modifier Ability Score Modifier
1 –5 14–15 +2
2–3 –4 16–17 +3
4–5 –3 18–19 +4
6–7 –2 20–21 +5
8–9 –1 22–23 +6
10–11 +0 24–25 +7
12–13 +1 etc...

ALTERNATIVE METHOD: ROLLING ABILITY SCORES
The standard method of generating ability scores that’s described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.
If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.

STEP 1: ROLL AND ASSIGN SCORES
Roll four 6-sided dice (4d6) and discard the lowest die result. Add the three remaining results together and record the sum. (For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you’ve generated six such values. Decide which value you want for each of your ability scores.

STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS
Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character’s ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character’s background (you do not get the other free ability boost).
These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.

STEP 3: RECORD SCORES AND MODIFIERS
Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would.

Step 1 Create a Concept
What sort of hero do you want to play? The answer to this question might be as simple as “a brave warrior,” or as complicated as “the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.” Consider your character’s personality, sketch out a few details about their past, and think about how and why they adventure. You’ll want to peruse Pathfinder’s available ancestries, backgrounds, and classes. The summaries on pages 22–23 might help you match your concept with some of these basic rule elements. Before a game begins, it’s also a good idea for the players to discuss how their characters might know each other and how they’ll work together throughout the course of their adventures.
There are many ways to approach your character concept. Once you have a good idea of the character you’d like to play, move on to Step 2 to start building your character.

Ancestry, Background, Class, or Details
If one of Pathfinder’s character ancestries, backgrounds, or classes particularly intrigues you, it’s easy to build a character concept around these options. The summaries of ancestries and classes on pages 22–23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character’s upbringing, their family’s livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.
Building a character around a specific ancestry, background, or class can be a fun way to interact with the world’s lore. Would you like to build a typical member of your character’s ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people? For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.
You can draw your concept from any aspect of a character’s details. You can use roleplaying to challenge not only the norms of Pathfinder’s fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit.

Faith
Perhaps you’d like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder’s major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith’s teachings to daily life, or simply the child of devout parents.

Your Allies
You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing. However, Pathfinder’s classes include a lot of choices, and there are many options for building each type of character, so don’t let these broad categories restrict your decisions.


ANCESTRIES AND CLASSES
Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!
When you turn the page, you’ll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have. You can find more about ability boosts and ability flaws in Ability Scores on page 20.
The summaries of the classes on pages 22–23 list each class’s key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.
Keep in mind a character’s background also affects their ability scores, though there’s more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64.

Step 2 Start Building Ability Scores
At this point, you need to start building your character’s ability scores. See the overview of ability scores on pages 19–20 for more information about these important aspects of your character and an overview of the process.
Your character’s ability scores each start at 10, and as you select your ancestry, background, and class, you’ll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22–23 for more information.

Step 3 Select an Ancestry
Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder’s core ancestry options, and each is fully detailed in Chapter? 2. Ancestry determines your character’s size, Speed, and languages, and contributes to their Hit Points. Each also grants ability boosts and ability flaws to represent the ancestry’s basic capabilities.
You’ll make four decisions when you select your character’s?ancestry:
· Pick the ancestry itself.
· Assign any free ability boosts and decide if you are taking any voluntary flaws.
· Select a heritage from those available within that ancestry, further defining the traits your character was born with.
· Choose an ancestry feat, representing an ability your hero learned at an early age.

Step 4 Pick a Background
Your character’s background might represent their upbringing, an aptitude they’ve been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter?2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.

Step 5 Choose a Class
At this point, you need to decide your character’s class. A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22–23 provide an overview of each and tells you which ability scores are important when playing that class.
You don’t need to write down all of your character’s class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.

Step 6 Determine Ability Scores
Now that you’ve made the main mechanical choices about your character, it’s time to finalize their ability scores. Do these three things:
· First, make sure you’ve applied all the ability boosts and ability flaws you’ve noted in previous steps (from your ancestry, background, and class).
· Then, apply four more ability boosts to your character’s ability scores, choosing a different ability score for each and increasing that ability score by 2.
· Finally, record your starting ability scores and ability modifiers, as determined using Table 1–1: Ability Modifiers.
Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.

OPTIONAL: VOLUNTARY FLAWS
Sometimes, it’s fun to play a character with a major flaw even if you’re not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can’t apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma. You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves’ ability flaw during this step.

Step 7 Record Class Details
Now, record all the benefits and class features that your character receives from the class you’ve chosen. While you’ve already noted your key ability score, you’ll want to be sure to record the following class features.
· To determine your character’s total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.
· The Initial Proficiencies section of your class entry indicates your character’s starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you’re already trained in (typically due to your background), you can select another skill to become trained in.
· See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells.

SPELLS AND SPELLCASTING
Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells. If your character’s class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character’s magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character’s repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7.

Step 8 Buy Equipment
At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character’s class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don’t forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.

Step 9 Calculate Modifiers
With most of the big decisions for your character made, it’s time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character’s level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.

Perception
Your character’s Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448.

Saving Throws
For each kind of saving throw, add your character’s Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character’s Constitution modifier. For Reflex saving throws, use your character’s Dexterity modifier. For Will saving throws, use your character’s Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw.

Melee Strikes and Ranged Strikes
Next to where you’ve written your character’s melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character’s proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes). You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon’s Strike deals. Melee weapons usually add your character’s Strength modifier to damage rolls, while ranged weapons might add some or all of your character’s Strength modifier, depending on the weapon’s traits. See the weapon entries in Chapter 6 for more information.

Skills
In the second box to the right of each skill name on your character sheet, there’s an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability’s modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0.

Step 10 Finishing Details
Now add the following details to your character sheet in the appropriate spaces.

Alignment
Your character’s alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1–2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.
Your character’s alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn’t committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character’s alignment.
If you play a champion, your character’s alignment must be one allowed for their deity and cause (pages?437–440 and 106–107), and if you play a cleric, your character’s alignment must be one allowed for their deity (pages?437–440).

Good and Evil
Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren’t friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they’re willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they’re likely neutral on this axis.

Law and Chaos
Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility. Lawful characters have a set system in life, whether it’s meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn’t mean they make decisions by choosing randomly. Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.
Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis.

Changing Alignment
Alignment can change during play as a character’s beliefs change, or as you realize that your character’s actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character’s alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class).

Deity
Write down the deity your character worships, if any. Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder’s deities.

Age
Decide your character’s age and note it on the third page of the character sheet. The description for your character’s ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren’t any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game’s threats, so it’s recommended that characters are at least young adults.

Gender and Pronouns
Characters of all genders are equally likely to become adventurers. Record your character’s gender, if applicable, and their pronouns on the third page of the character sheet.

Class DC
A class DC sets the difficulty for certain abilities granted by your character’s class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class’s key ability score.

Hero Points
Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points.

Armor Class (AC)
Your character’s Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character’s Dexterity modifier (up to their armor’s Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor’s item bonus to AC and any other permanent bonuses and penalties.

Bulk
Your character’s maximum Bulk determines how much weight they can comfortably carry. If they’re carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can’t carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment.
« 上次编辑: 2023-06-27, 周二 11:03:06 由 原子能青蛙 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【CRB】创建角色
« 回帖 #2 于: 2019-12-27, 周五 13:18:25 »



« 上次编辑: 2019-12-27, 周五 13:21:44 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【CRB】创建角色
« 回帖 #3 于: 2019-12-27, 周五 13:22:07 »
引用
创建角色范例 - 开拓者2版中文维基 - 灰机wiki https://pf2.huijiwiki.com/p/15476
创建角色范例(Sample Character)
本节会一步步举例演示如何创建探索者角色。



第一步及第二步
亚当头一次制作探索者规则的角色。在与其他一同游玩的伙伴沟通之后,他决定制作一名矮人德鲁伊(dwarven druid)。在建单记录一些想法之后,他在每个属性栏上都填上了10。

第三步
亚当浏览了一下第二章内关于矮人的部分。他把矮人族裔提供的两次属性提升(Ability Boosts)分配到了体质(Constitution)和感知(Wisdom)两个属性上(分别提升至12点)并记录下来。他还把矮人族裔带来的属性缺陷(Ability Flaws)分配到了魅力(Charisma)属性上,使魅力下降到了8点。而族裔提供的自由属性提升(free ability boost),被他分配到了敏捷(Dexterity)属性,使敏捷提升至12点,这么做是为了加强防御力。他还记录下了族裔带来的10点生命值(Hit Points)。接下来,他把目光放回角色卡上,记录体型(size)、速度(Speed)和语言(language),外加矮人族裔带来的黑暗视觉(darkvision)能力。最后,他确定了角色所选择的传承(heritages),将磐石矮人(Rock Dwarf)记录在角色卡上;确定了一个族裔专长(ancestry feat),选择的是行沙走石(Rock Runner)来彰显自身角色与岩石的紧密联系。

第四步
在看过背景之后,亚当觉得独居矮人德鲁伊的想法不错,游民(Nomad)背景便成为了一个不错的选择。对于背景提供的第一个属性提升,亚当在体质和感知中选择了感知,自由属性提升则选择了体质,这使得体质和感知都提升到了14点。接下来他在角色卡第二页的专长区域的背景一栏中记录:驾轻就熟(生存)。最后,他翻回到角色卡第一页,在学识(lore)技能旁边标注洞穴(cave),然后在这个学识技能和生存(Survival)技能旁边标注T的位置打勾,标注这两个技能已经受训。

第五步
亚当在角色卡的职业区域写下德鲁伊(druid),并在等级一栏标注1级。德鲁伊职业会对其关键属性——感知——提供属性提升,因此亚当的角色的感知提升到了16点。

第六步
接下来亚当要把四次属性提升分配到自己的起始属性上。在经过一番思考后,他把这些属性提升用到了感知(提升至18点)——因为这是对德鲁伊来说最为重要的属性,力量(Strength)、敏捷、和体质(使这些属性分别提升到12、14和16点)上,来让他的角色在战斗中表现更好。最终他查看了表1-1:属性调整值,确定了给个属性的最终数值以及对应的调整值,并记录到了角色卡上。

第七步
亚当要进行角色职业的设置时,需要搞清很多内容。首先,他要记录所有初始熟练度,在角色卡上关于防御等级(Armor Class)、豁免(Saving Throws)、武器熟练度(Weapon Proficiencies)、法术攻击检定(Spell Attack Roll)以及法术DC(Spell DCs)的对应位置标记清楚。然后将目光转向技能(skills),将自然(Nature)标记为受训,并根据德鲁伊派系(Druidic Order)标记一个技能,该技能会由于派系而变为已受训。在此之后,亚当再将额外三个技能标记为受训*(如果他有更高的智力的话,则可以选择更多技能)。最终亚当选择了运动(Athletics)、交涉(Diplomacy)和医疗(Medicine)并标记已受训。接下来,他将来自德鲁伊职业的生命值(8点)、体质调整值(+3点)、以及来自矮人族裔的生命值(10点)相加,得出合计21点总生命值。
接下来看职业特性,亚当首先将盾牌格挡(Shield Block)标记在奖励专长区域,将野性认同(Wild Empathy)记录到职业专长与能力的区域。他记下德鲁伊的禁忌(anathema),并将德鲁伊语(Druidic)记录在语言一栏。然后,他看了看德鲁伊的各个派系,并决定选择野性(wild)派系,这让他的威吓(Intimidation)技能受训,获得野性变身(Wild Shape)这个德鲁伊专长,并获得施放自然变形(wild morph)派系法术的能力,这可以让他施放法术来把自己变身成动物。他要将这些法术记录在角色卡的聚能法术(Focus Spells)一栏内,并标注他的角色有1点聚能点(Focus Point)来使用这个法术。
最后,德鲁伊能够施放一定数量的原能法术(primal spells)。尽管亚当可以在每天清晨变更当天能够使用的法术,但他还是很好奇自己能够施放什么样的法术,并阅读了第七章来获取相关的信息。最终他记下了5个戏法(cantrips)和2个1环原能法术,并将其标记为“已准备”。
*译者注:原文如此,德鲁伊的初始受训技能应该是2+智力调整,而范例卡的智力是+0,应该是合计2个自选受训技能。

第八步
接下来,亚当翻到了第六章:装备。他的德鲁伊角色在中甲(medium armor)上受训,但是由于穿戴金属盔甲对于德鲁伊来说是禁忌,因此他最终选择装备革甲(hide armor)。他选择矛(spear)作为角色的武器,但直接购买了两根,这是因为他希望把其中一支当做投掷武器来使用。亚当把这些都记录在角色卡上,并在矛的下面分别列出近战打击(melee Strikes)和远程打击(ranged Strikes)所使用的的调整值。他还要标注使用自然变形(wild morph)时获得的爪抓(claws)在近战打击时的调整值——因为他很确定自己会经常使用这个法术。之后亚当把其余装备以及购买起始装备之后剩余的钱币都记录到了角色卡第二页的物品清单(Inventory section)上。

第九步
亚当把所有属性调整值记录到察觉(Perception)、豁免、打击以及技能上。将“+3”标注到每个标记为受训(trained)的数据上来代表自己的熟练度加值(其中1点为等级带来的,2点为熟练度是受训带来的),将“+5”记录到标注专家(expert)的数据上。之后,将每个数据上的各个调整值相加。

第十步
最后,亚当完成角色剩余的细节,记下来角色属于中立阵营、防御等级(AC)以及负载情况。最后一步但具有意义的事情,是完成角色最后的一些相关信息以及起一个名字。之后,他的这名矮人德鲁伊便可以展开第一次冒险了。



原文
劇透 -  原文:
Sample Character
This step-by-step example illustrates the process of creating a Pathfinder character.

Steps 1 and 2
Adam is making his first Pathfinder character. After talking about it with the rest of the group, he’s decided to make a dwarven druid. After jotting down a few ideas, he begins by writing down a 10 for each ability score.

Step 3
Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and darkvision ability he gets from being a dwarf. Finally, he decides on a heritage, writing “rock dwarf” next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his character’s strong connection to stone.

Step 4
Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes “Assurance (Survival)” in the Skill Feats area, on the Background line. Finally, returning to the first page, he writes “cave” next to the first Lore skill entry and checks the box under the “T” for that skill and Survival.

Step 5
Adam writes “druid” on the class line of his character sheet and fills in the number 1 in the level box. The druid class grants an ability boost to its key ability score, which is Wisdom, so Adam’s character has his Wisdom raised to 16.

Step 6
Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since that’s the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at Table 1–1 to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet.

Step 7
As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks Nature as trained and notes that once he picks his druid order, he’ll become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on Athletics, Diplomacy, and Medicine, marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points.
Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the Shield Block feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final trained skill (Intimidation), the ability to cast wild morph, as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells.
Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared.

Step 8
Next up, Adam turns to Chapter 6: Equipment. He’s trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee Strikes and ranged Strikes, and he also writes the claws he gains from wild morph under his melee Strikes, because he’s sure that he’ll be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear.

Step 9
Adam records all of the ability modifiers for Perception, saving throws, Strikes, and skills. He then puts a “+3” in the box marked Prof to indicate his proficiency bonus for each statistic he’s trained in (1 for his level, plus 2 for being trained) and "+5" in any that he is an expert. Then, he adds up his modifiers for each statistic.

Step 10
Finally, Adam fills out the final details of his character, noting his neutral alignment and calculating his AC and Bulk limits. Last but not least, he fills in some last-minute information about his character and decides on a name. Gar the dwarf druid is ready for his first?adventure!
« 上次编辑: 2023-06-27, 周二 11:01:45 由 原子能青蛙 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【CRB】创建角色
« 回帖 #4 于: 2019-12-27, 周五 13:22:21 »
升级(Leveling Up)
探索者规则的世界危机四伏,你的角色会在成为传说的旅途中面对各种可怖野兽和致命陷阱。角色所克服的每个挑战,都会转化为经验值(Experience Points,XP),而积累经验值能让角色提升等级。每次等级提升都会让技能更强,让角色更强韧,还会获得新的能力,这些提升让角色能够面对更大的挑战,并从中获得更多奖励。
每当你的角色获得1000点经验值,她的等级就会增加1级。你要在角色职业旁边标注新的等级,并从总经验值中扣除1000点。若在此之后你还保留着任何经验的话,则记下剩余经验——你的角色已经在前往下一级的路上了,因为这些经验也会积累下来让你更快前往下一级。
接下来,把目光放到角色卡里关于职业的区域。根据你的职业来把新增的生命值加入到角色总生命值上。然后看一下职业说明里的职业升级表,寻找角色新获得的对应职业等级的那一行。你的角色会获得该等级列出的所有能力,这包括该职业独有的新能力,以及所有角色在升级时都会获得的额外好处。举例说明,所有角色都会在5级以及之后的每5级(5、10、15、20)获得共计四次属性提升。
你可以看到对于角色职业来说所有独有的新能力,比如职业专长(位于每个职业最初的介绍里),不过你也可以使用职业专长来选择一个变体(archetype),详见219页。角色的职业介绍里还说明了如何应用角色获得的属性提升和技能提升(skill increases)。若角色会获得族裔专长,则需要回头翻看第二章,查看角色所选择的族裔,并从中选出另一个族裔专长。若角色会获得技能提升,则需要翻看第四章,来决定强化哪个技能。若角色获得了通用专长(General Feats)或技能专长(skill feat)则可以翻看第五章列出的专长,看看角色需要选哪个。若角色能够施法,则要在职业介绍里查看关于法术及法术位增加的相关信息。此时翻看第七章回顾一下角色的法术也是个好主意,你可以查看一下此时角色是否有能力施放相同法术的升阶版本。
一旦你作出了所有在角色升级时需要选择的内容,就要确认整个角色卡,调整所有会产生改变的数据。即便在最低程度下,你的熟练度加值都会因为角色升级而增加1点,因此你的AC、攻击检定、察觉、豁免、技能调整值、法术攻击检定、以及职业DC都至少会增加1点。由于技能提升、属性提升或者职业特性中对熟练度的升级或某些特定等级下对其他数据的强化,你可能需要改变其他数值。若属性提升增加了角色的体质调整值,那么角色的最高生命值要使用新调整值来重新计算(通常来说这会让生命值提升每等级1点)。若属性提升增加了角色的智力调整值,那么角色可以在一个额外技能和语言上受训。有些专长也会根据你的等级来提供好处,比如健壮(Toughness),而这些效果的数值恰好又会在你获得新等级时进行调整。
在升级时,你可以自行选择各个数据的升级顺序。举例说明:当你想在10级时选取威逼(Intimidating Prowess)作为技能专长,但角色的力量属性才14点(不满足选取威逼的先决条件:力量16),这个时候你可以先使用10级获得的属性提升来把角色的力量提升为16点,再选取威逼专长作为该等级获取的技能专长,上述所有提升都发生在同一个等级。

升级备忘录(Leveling-Up Checklist)
每当你升级的时候,都要确认后述各个事项:
  • 将你的等级提升1级,从总经验值(XP)中扣除1000点经验值。
  • 根据第三章的职业介绍里所列出的数值来增加你的最高生命值。
  • 根据职业升级表格添加职业特性,这包括属性提升与技能提升。
  • 根据职业升级表格列出的内容选择专长。族裔专长见第二章。职业专长见第三章的职业说明。通用专长与技能专长见第五章。
  • 若你的职业能够施法,则添加法术与法术位。详见第七章关于法术的内容。
  • 由于你升级了,因此将所有熟练度加值增加1点,并根据技能提升或其他职业特性来调整所有与熟练度加值相关的提升。调整由于属性提升或其他能力带来的对其他数据的提升。
  • 调整所有来自专长或其他能力,且基于角色等级来设定数值的数值。



原文
劇透 -  原文:
Leveling Up
The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.
Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character’s new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!
Next, return to your character’s class entry. Increase your character’s total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character’s new level. Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up. For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.
You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219). Your character’s class entry also explains how to apply any ability boosts and skill increases your character gains. If they gain an ancestry feat, head back to the entry for your character’s ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It’s also a good idea to review your character’s spells in Chapter 7 and see if there are heightened versions they can now?cast.
Once you’ve made all your choices for your character’s new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you’ve gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character’s Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character’s Intelligence modifier, they become trained in an additional skill and language.Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.
You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character’s Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same?level.

Leveling-Up Checklist
Every time you gain a level, make sure you do each of the following:
· Increase your level by 1 and subtract 1,000 XP from your XP total.
· Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.
· Add class features from your class advancement table, including ability boosts and skill increases.
· Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.
· Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.
· Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.
· Adjust bonuses from feats and other abilities that are based on your level.

没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【CRB】创建角色
« 回帖 #5 于: 2019-12-28, 周六 00:45:12 »
基础规则终于出来了!

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Re: 【CRB】创建角色
« 回帖 #6 于: 2021-08-22, 周日 09:30:58 »
自选缺陷中的最后一句,应当翻译成“你无法将额外属性缺陷应用到魅力上,因为这项属性在此阶段已经受到了一次属性缺陷。”吧?

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Re: 【CRB】创建角色
« 回帖 #7 于: 2021-08-22, 周日 09:41:25 »
自选缺陷中的最后一句,应当翻译成“你无法将额外属性缺陷应用到魅力上,因为这项属性在此阶段已经受到了一次属性缺陷。”吧?

已修正
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【CRB】創建角色
« 回帖 #8 于: 2022-04-13, 周三 14:41:17 »
引用
屬性提升(Ability Boosts)
一次屬性提升通常會讓一項屬性的數值增加2點。然而當你想要應用屬性提升的屬性已經達到18點或更高的時候,一次屬性提升只能讓該屬性增加1點。在1級時,角色的任何屬性都不能高於18點。


劇透 -   :
Ability Boosts [CRB P.20]
An ability boost normally increases an ability score’s value by 2. However, if the ability score to which you’re applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that’s higher than 18.

When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a “free” ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom.

引用
補上缺少的段落

屬性提升(Ability Boosts)
一次屬性提升通常會讓一項屬性的數值增加2點。然而當你想要應用屬性提升的屬性已經達到18點或更高的時候,一次屬性提升只能讓該屬性增加1點。在1級時,角色的任何屬性都不能高於18點。

當你的角色獲得屬性提升時,規則表明它是否必須應用於一個特定的屬性或由兩個特定的屬性擇一,或者它是一個可以應用於你選擇的任何屬性的 "自由" 屬性提升。 然而,當你同時獲得多個屬性提升時,你必須將每個屬性提升應用於不同的屬性值。例如,矮人在他們的體質和感知獲得屬性提升,以及一個自由屬性提升,它可以應用於體質或感知以外的任何屬性。



引用
族裔(Ancestry):每個族裔都會提供屬性提升(ability boosts),部分情況下會附帶屬性缺陷(ability flaws)。若你選擇承受自選缺陷(voluntary flaws)的話,請在該步驟應用至屬性上(詳見24頁邊欄)。

劇透 -   :
Ancestry: Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 26).

族裔(Ancestry):每個族裔都會提供屬性提升(ability boosts),部分情況下會附帶屬性缺陷(ability flaws)。若你選擇承受自選缺陷(voluntary flaws)的話,請在該步驟應用至屬性上(詳見26頁邊欄)。
« 上次编辑: 2022-04-13, 周三 15:09:24 由 薩斯 »

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Re: 【CRB】创建角色
« 回帖 #9 于: 2023-03-07, 周二 21:09:57 »
CRB第四次勘误中将26页边栏进行了修改,在原 “引述: 选项:自选缺陷”部分现应修改为

变体属性提升Alternative Ability Boosts
族裔中列出的属性提升和缺陷或是代表一般趋势,或是帮助指导玩家该族裔中哪种角色更可能选择成为冒险者。然而,族裔并非无法分割的整体。你总是可以选择完全放弃族裔所列出的属性提升和缺陷,改为在创建你的角色时自由选择两个属性提升。
上述文字是对所有角色开放的变体方案,而不是可选规则。自选缺陷仍然作为可选规则。由于自选缺陷的许多优点被上面的规则所取代,我们对自选缺陷做了一些调整,使其成为纯粹角色扮演的选择。

可选规则:自选缺陷 Optional: Voluntary Flaws
有时扮演具有明显缺陷的角色会是件很有趣的事,这与你最终选了什么族裔无关。在应用族裔的属性提升和属性缺陷时,你可以选择应用额外的属性缺陷。这纯粹是为了扮演有明显缺陷的角色,而且如果你打算这样做,你应该与队伍其他成员协商。对一个属性而言,只能应用一次属性缺陷。