作者 主题: 【附录2】名词表(Appendix 2: Glossary)  (阅读 16569 次)

副标题: 20180815 - 更新(沉沦)。

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【附录2】名词表(Appendix 2: Glossary)
« 于: 2018-08-02, 周四 21:42:30 »
Ability能力
Ability Boost属性提升
Ability Flaw属性缺陷
Ability Modifier属性调整值
Ability Score属性值
Action动作
Activity行动(暂定)
Affliction苦难
Alignment阵营
Ancestry族裔
Arcane奥术
Archetype变体
Armor Class (AC)护甲等级(AC)
Attack攻击
Aura灵光(暂定)
Background背景
Bonus加值
Bulk负载
Cantrip戏法(暂定)
Character角色
Charisma (Cha)魅力
Check检定
Class职业
Class DC职业DC
Class Feature职业特性
Common常见
Condition状态
Constitution (Con)体质
Creature生物
Critical Failure大失败
Critical Success大成功
Degree of Success成功度
Deity神祇
Dexterity (Dexterity)敏捷
Difficulty Class (DC)困难等级(DC)
Divine神术
Downtime休整期
Effect效果
Encounter遭遇
Enhancement增益(暂定)待议,并非惑控系法术
Experience Points (XP)经验值(XP)
Exploration探索
Failure失败
Feat专长
Flat Check裸骰检定(暂定)
Free Action自由动作
Free Boost自由增强
Game Master (GM)GM
Hazard危害
Hit Points (HP)生命值(HP)
Initiative先攻
Innate Spell天生法术
Intelligence (Int)智力
Item物品
Key Ability关键属性
Level等级
Modifier调整值
Monster怪物
Multiple Attack Penalty多次攻击减值
Nonplayer Character (NPC)非玩家角色(NPC)
Occult异能
Penalty减值
Perception察觉
Physical Damage物理伤害
Player玩家
Player Character (character or PC)玩家角色(角色或PC)
Power威能(暂定)
Prerequisite先决条件
Primal原能(暂定)
Proficiency熟练
Rare稀有
Reaction反应动作
Requirement需求
Resonance Points (RP)共鸣点(RP)
Retrain重训
Roll
Round
Saving Throw (Save)豁免骰(Save)
Secret Check秘密检定
Signature Skill标志技能
Skill技能
Skill Feat技能专长
Speed速度
Spell法术
Spell DC法术DC
Spell Level法术环级
Spell Roll法术骰
Spellcaster施法者
Strength (Str)力量
Stride移动(暂定)
Strike攻击(暂定)
Success成功度
Touch Armor Class (TAC)接触护甲等级(TAC)
Trait特征
Trap陷阱
Trigger触发条件
Turn回合
Uncommon罕见
Unique独特
Wisdom (Wis)感知
« 上次编辑: 2018-08-15, 周三 01:24:38 由 沉沦 »
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Re: 附录2
« 回帖 #1 于: 2018-08-03, 周五 10:01:33 »
8/3译名修改
Ability Boost      属性增强————属性提升
Flat Check         纯骰检定————裸骰检定
Trait              特点————特征
Trigger         触发物————触发条件
Activity         激活————行动

Bolstered      状态的一种,暂定为“耐受”

注意点
arcane是奥术,施法的一种。
arcana是神秘,技能的一种后续有修改
« 上次编辑: 2018-08-14, 周二 09:37:15 由 月夜白雨 »
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Re: 附录2
« 回帖 #2 于: 2018-08-07, 周二 23:18:55 »
8/7 译名修改
Ancestry      先祖——族裔
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Re: 附录2
« 回帖 #3 于: 2018-08-07, 周二 23:19:32 »
8/7 译名修改
Ancestry      先祖——族裔
是我改的,不服的人来蚤我。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 附录2
« 回帖 #4 于: 2018-08-09, 周四 11:23:45 »
8/9 译名修改
Uncommon         不常见——罕见
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Re: 附录2
« 回帖 #5 于: 2018-08-14, 周二 09:37:48 »
8/13 译名修改
       特技 Acrobatics
       奥法 Arcana
       运动 Athletics
       手艺 Crafting
       欺骗 Deception
       交涉 Diplomacy
       威吓 Intimidation
       学识 Lore
       医疗 Mdeicine
       自然 Nature
       神秘学 Occultism
       表演 Performance
       宗教 Religion
       社科 Society
       隐匿 Stealth
       生存 Survival
       贼活 Thievery
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Re: 【附录2】名词表(Appendix 2: Glossary)
« 回帖 #6 于: 2018-08-31, 周五 16:14:22 »
剧透 -   :
Ability An ability is anything you can do that provides an exception
to the basic rules of play. Ability is most often used as a general
term to refer to rules that could come from a number of sources
without restricting them to a particular source, so “an ability
that gives you a bonus to damage rolls” could be a feat, a spell,
a class feature, and so on.
Ability Boost An ability boost allows you to increase one of your
ability  scores.  When  you  gain  an  ability  boost,  you  increase
one of your ability scores by 2, or by 1 if the ability score was
already  18  or  higher.  You  gain  several  ability  boosts  during
character creation and more at levels 5, 10, 15, and 20. Some
ability boosts must go to a particular score, and others can be
spent as you choose. See page 18 for more.
Ability Flaw An ability flaw decreases one of your ability scores
by 2 and usually comes from your ancestry (see page 18).
Ability  Modifier   An  ability  modifier  is  the  value  added  to  or
subtracted from your roll based on your ability score.
Ability  Score  Your  character  has  six  ability  scores:  Strength,
Dexterity,  Constitution,  Intelligence,  Wisdom,  and  Charisma.
These scores represent your raw potential and basic attributes.
The higher the score, the greater your potential in tasks related
to that ability score. Because ability scores are used only to
track your growth and calculate your ability modifiers, most
adversaries omit ability scores and instead list only the derived
ability modifiers. Learn more on page 18.
Action ( ) An action is a discrete task performed during your
turn that provides a discrete effect, possibly requiring a check
on your part to determine the result. Actions can be used to
accomplish  a  variety  of  things,  such  as  moving,  attacking,
casting  some  part  of  a  spell,  or  interacting  with  an  item  or
object. Most creatures can take up to 3 actions during their
turn. Learn more on page 296.
Activity An activity is an ability that uses 1 or more of a creature’s
actions to perform a special effect for the activity as a whole,
rather than an effect for each action used. Activities that use
2  actions  start  with  this  symbol:  .  Activities  that  use  3
actions start with this symbol:  . See page 296.
Affliction   An  affliction  can  affect  a  creature  for  a  long  time,
progressing  through  different  and  often  increasingly
debilitating stages. The most common kinds of afflictions are
curses, diseases, and poisons. See pages 324–325.
Alignment  Alignment  represents  a  creature’s  basic  moral  and
ethical attitude. Alignment has two axes: the first axis describes
whether a creature is lawful, chaotic, or neutral on that axis,
and the second describes whether the creature is good, evil, or
neutral on that axis. A creature’s full alignment is a combination
of their alignment on each axis in order, so a creature lawful
on the first axis and good on the second axis is lawful good
(abbreviated LG). A character neutral along both axes is called
true neutral (abbreviated as just N, rather than NN). See page
16 for more.
Ancestry An ancestry is the broad family of people to which a
character or other creature belongs. An ancestry determines a
character’s ancestry Hit Points, starting languages, Speed, and
senses. An ancestry also gives access to a set of ancestry feats.
Ancestries and their rules appear in Chapter 2.
Arcane Arcane  magic  is  the  tradition  that  blends  material  and
mental  essences,  understanding  the  magic  of  the  universe
based on experimentation and measurable effects.
Archetype An archetype is an optional group of special feats that
you can take in place of your regular class feats to give your
character a different theme or suite of abilities. Learn more on
page 279.
Armor  Class  (AC)  All  creatures  have  an  Armor  Class.  This  score
represents how hard it is to hit and damage a creature. It typically
serves as the Difficulty Class for hitting a creature with an attack.
Your Armor Class is equal to 10 plus your Dexterity modifier (up
to your armor’s Dexterity modifier cap), your proficiency modifier
with your armor, and your armor’s item bonus to AC, in addition to
any other bonuses and penalties (see page 176).
Attack When a creature attacks another, it makes an attack roll
against the target’s Armor Class. Most attack rolls are made 
using the Strike action, but the attack trait sometimes appears
on spells or other abilities (such as Shove). Your attack modifier
is equal to your proficiency modifier with your weapon plus
your  Strength  modifier  for  a  melee  weapon  (unless  the
weapon’s  entry  says  otherwise)  or  Dexterity  modifier  for  a
ranged weapon, plus any item bonus from the weapon and any
other bonuses and penalties.
Aura  An  aura  automatically  affects  creatures  or  objects  within
a certain radius of the source creature without that creature
needing to spend an action. Its effects are applied at a certain
time, such as at the end of each creature’s turn.
Background  A  background  represents  a  profession  or  other
significant aspect of your life before becoming an adventurer.
Backgrounds give you ability boosts, signature skills, and feats.
Learn more on page 38.
Bonus Bonuses are positive numbers that are added to a score
or  a  roll.  They  come  in  three  types:  item,  conditional,  and
circumstance.  If  you  gain  multiple  bonuses  of  a  given  type,
you apply only the highest bonus, and ignore the others. See
page 291 for more. See “modifier” and “penalty” for the other
numbers that affect your rolls.
Bulk Bulk is a measure of how much you are carrying. If you are
carrying total Bulk equal to or more than 5 plus your Strength
modifier, you are encumbered. You can’t carry Bulk that exceeds
10 plus your Strength modifier. Learn more on pages 174–175.
Cantrip Cantrips are simple spells that a spellcaster can cast as
many times as she likes, and they are always heightened to the
maximum spell level she can cast in that class (or half her level
rounded up, if the cantrip is not tied to a spellcasting class,
such as an innate spell). See page 193 for more information.
Character The term character is synonymous with creature (see
page 421) but is more often used to refer to player characters
and nonplayer characters than monsters.
Charisma (Cha) This mental ability score measures your charm
and force of personality.
Check A check is a type of roll that involves rolling a 1d20, adding
your modifier, and comparing the result to a DC. Attack rolls,
saving throws, Perception checks, and skill checks are the most
common types of checks. Learn more on page 290.
Class Classes represent the main adventuring profession chosen
by  a  character.  A  class  determines  a  character’s  starting
proficiencies in weapons, armor, spells (if any), and Perception,
the character’s signature skills, and the Hit Points a character
gains when gaining a new level, and it gives access to a set of
class features and feats. Classes appear in Chapter 3.
Class DC Your class DC = 10 + your level + your key ability modifier.
Nonspellcasters use their class DC as the DC for many of their
class features.
Class Feature Any ability granted by a class is a class feature. These
mainly consist of feats and other abilities specific to the class.
Common  The  common  rarity  indicates  that  an  ability,  item,  or
spell is available to all players who meet the prerequisites for
it. If something is common, its level is indicated in black (the
darkest shading of the rarities).
Condition An ongoing effect that changes how you can act or that
alters some of your statistics is called a condition. These often
come  from  spells.  Some  frequently  occurring  conditions  are
called basic conditions, which appear on page 320.
Constitution  (Con)  This  physical  ability  score  measures  your
toughness and durability.
Creature  A  creature  is  an  active  participant  in  the  story  or
world. This includes player characters, nonplayer characters,
and monsters.
Critical Failure A critical failure is a degree of success that results
from a check result that is 10 or more lower than the Difficulty
Class, or is a result of a natural 1 (as long as that natural 1 does
not result in a roll that is higher than the Difficulty Class). A
critical failure is also a failure, though a critical failure entry
supersedes the failure entry if present.
Critical Success A  critical  success  is  a  degree  of  success  that
results  from  a  check  result  that  is  10  or  more  higher  than
the Difficulty Class, or a result of natural 20 (as long as that
natural  20  does  not  result  in  a  roll  that  is  lower  than  the
Difficulty Class). A critical success is also a success, though a
critical success entry supersedes the success entry if present.
Degree of Success The four degrees of success are critical success,
success,  failure,  and  critical  failure.  Checks  produce  one  of
these four outcomes depending on the check result compared
to the Difficulty Class (DC). Learn more on page 292.
Deity Deities are powerful entities that live beyond the world, who
grant power in the form of spells to their truly devoted believers.
Clerics must select a deity at 1st level, but most characters pick
a deity to venerate in the course of their adventuring career. You
can find descriptions of the deities on page 288.
Dexterity (Dexterity) This physical ability score measures your
agility and adroitness.
Difficulty Class (DC) The number that a check result must meet
or exceed to determine if a check is successful is called the
Difficulty  Class.  Some  DCs  also  go  by  other  names,  like
Armor  Class.  When  you  attempt  a  check  against  another
creature, you must compare your result to a DC of 10 plus
its relevant check modifier. For example, if you are sneaking
past a guard, you would roll your Stealth check and compare
the result to the guard’s Perception DC (see page 291).
Divine Divine magic is the tradition that blends spiritual and vital
essences, steeped in faith, the unseen, and belief in power from
beyond the Material Plane.
Downtime Downtime is a mode of play that covers long spans
of  time  quickly,  breaking  down  activities  day  by  day  or  in
even  longer  spans.  When  not  adventuring,  characters  are  in
downtime. Learn more on page 318.
Effect An effect is the result of an ability, though an ability’s effect
is sometimes contingent on the result of a check or other roll.
Encounter  Within  encounter  mode,  play  is  broken  down  into
6-second  rounds  with  extremely  precise  rules  for  who  acts
when and to what extent. Encounter mode is used for combat,
intense  debates,  and  similar  conflicts  where  time  is  of  the
essence. Learn more on page 304.
Enhancement  Enhancements  are  extra  effects  added  to  the
normal success and critical success effects of a Strike as long
as the Strike deals damage.
Experience  Points  (XP)  As  a  player  character  overcomes
challenges, defeats monsters, and completes quests, she gains
Experience  Points.  Once  she  reaches  1,000  XP,  she  gains  a
level, subtracts 1,000 from her XP, and continues accumulating
XP. Learn more on page 278.
Exploration  Within  exploration  mode,  play  is  more  free-form, 
using  abstracted  tactics  rather  than  precise  action-by-action
accounting. Exploration mode is used for travel and exploration,
and where in-world time is more fluid and passes more quickly.
Learn more on page 316.
Failure A failure is a degree of success that results from a check
result lower than the Difficulty Class or a result of natural 1 that 
still meets or exceeds the Difficulty Class. If a check has no
failure entry, that means there is no effect on a failure.
Feat  A  feat  is  an  ability  that  a  character  selects  based  on  his
ancestry, background, class, general training, or skill training.
Flat Check A flat check is a d20 roll that measures pure chance. A 
flat check can’t have any modifiers applied to it (see page 292).
Free Action ( ) Free actions are triggered abilities that you can
use any time the trigger occurs. There’s no limit to the number
of free actions you can take per round, but you can’t use more
than one on the same trigger. Learn more on page 297.
Free Boost You can increase an ability score of your choice with
this type of ability boost.
Game Master (GM) The Game Master is the player who controls
all of the elements of the story and adjudicates the rules, while
cooperating with the other players to craft a fun game.
Hazard  Hazards  are  non-creature  dangers  that  adventurers
encounter  during  their  journeys,  including  environmental
hazards,  haunts,  and  traps.  Simple  hazards  have  a  one-
time effect, but negotiating a complex hazard takes place in
encounter mode, wherein the hazard has a specific routine.
Hit Points (HP) Hit Points represent the amount of punishment a
creature can take before it dies or begins dying. Damage decreases
Hit Points on a 1-to-1 basis, while healing restores Hit Points at the
same rate. Learn more on page 294.
Initiative At the start of an encounter, all creatures involved roll
initiative to determine the order in which participants will act
during combat. The higher the result of the initiative roll, the
earlier  a  creature  gets  to  act.  Usually  you’ll  roll  using  your
Perception skill for initiative, but you might roll a different skill
check  instead,  or  even  another  kind  of  check.  Learn  more  on
page 304.
Innate Spell An innate spell is one granted not by your class, but
by your ancestry or a magic item. Learn more on pages 192–193.
Intelligence (Int) This mental ability score measures your reason
and intellect.
Item An item is an object that you carry, hold, or use. Armor,
weapons,  gear,  and  magic  items  are  all  items.  Items
sometimes grant an item bonus to a certain type of check
associated with the item. Standard nonmagical items are in
the Equipment chapter (page 174), and magic items are in
Chapter 11.
Key  Ability  Your  key  ability  is  the  ability  score  you  use  to
determine your class DC as well as your spell roll modifier
(and thus spell DC) if you are a spellcaster.
Level Level is a number that measures something’s overall power.
A character has a level (sometimes called a character level when
necessary  for  clarity),  ranging  from  1  to  20,  representing  her
overall level of experience. Monsters, hazards, and afflictions also
have levels from 1 to 20 that measure their power and danger. A
magic item’s level (also from 1 to 20) indicates its power and its
suitability as treasure for a group or character. Spells have levels
ranging from 1 to 10 that measure their power.
Modifier  Modifiers can be either negative or positive and adjust a
roll. Most d20 rolls add an ability modifier based on an ability
score and a proficiency modifier based on your level of training.
See page 290 for more, and see “bonus” and “penalty” for the
other numbers that affect your rolls.
Monster A monster is a creature that is typically inhuman and
serves to thwart the PCs in some ways. While some monsters
can become beneficial, or even friendly, those types of monsters
are exceptions in most games.
Multiple Attack Penalty When you make more than one attack
action in a round, you take a penalty on attacks after the first.
Your multiple attack penalty is –5 on your second attack and
–10 on any subsequent attacks. Learn more on page 178.
Nonplayer  Character  (NPC)  Nonplayer  characters  are  a  type
of  creature.  They  can  represent  a  friendly,  beneficial,  or
challenging  person  in  the  game  world,  in  addition  to  an
adversary the player characters fight. Their mechanics can be
built like that of a monster or a player character, depending on
the GM’s preference for the particular NPC.
Occult  Occult  magic  is  the  tradition  that  blends  spiritual  and
mental essences, understanding the unexplainable, categorizing
the  bizarre,  and  otherwise  accounting  the  ephemeral  in  a
systematic way.
Penalty  Penalties  are  negative  values  that  reduce  a  roll  or  a
score.  They  come  in three types: conditional,  circumstance,
and  (rarely)  item.  If  you  have  multiple  penalties  of  a  given
type, you apply only the worst penalty and ignore the others.
Some  penalties  that  you  gain  due  to  inherent  drawbacks
in  your  choices,  such  as  the  multiple  attack  penalty,  are
untyped, in which case they are cumulative and all apply. See
page  291  for  more,  and  see  “modifier”  and  “bonus”  for  the
other numbers that affect your rolls.
Perception Perception measures your character’s ability to notice
hidden objects and items. It also determines how quickly you
notice danger and act when a battle’s engaged. Your Perception
modifier is equal to your Perception proficiency modifier plus
your  Wisdom  modifier,  as  well  as  any  other  bonuses  and
penalties that apply. Learn more on page 301.
Physical  Damage:  Bludgeoning,  piercing,  and  slashing  damage
fall under the umbrella term physical damage. An effect that
resists or triggers from physical damage (such as resistance 10 
to physical) works against any and all of these damage types.
Player  All  the  actual  people  at  the  gaming  table  or  playing
remotely are the players in a Pathfinder game. Most control
player characters (PCs), though the GM also controls monsters,
the environment, and nonplayer characters (NPCs).
Player Character (character or PC)  A  character  controlled  by  a
player,  a  player  character  goes  on  adventures,  meets  other
characters, fights, grows, and pursues all sorts of other goals
that the player imagines. In most games, each player except the
GM will have one player character.
Power A power is a type of spell cast using Spell Points. Powers
are always heightened to the maximum spell level a character
can cast in that class (or half her level rounded up, if she isn’t a
spellcaster). Powers always have a descriptive term describing
the type of power, such as “domain power” or “ki power.” See
page 193.
Prerequisite  Many  feats  and  other  abilities  can  be  taken  only
if you meet their prerequisites. Prerequisites are often other
feats, class talents, or proficiency levels.
Primal Primal magic is the tradition that blends material and vital
essences, rooted in an instinctual connection to and faith in the
natural world.
Proficiency  Your proficiency measures your training in the use of
a weapon, armor, skill, saving throw, or some other check or
score. There are five ranks of proficiency: untrained, trained,
expert,  master,  and  legendary.  Your  proficiency  modifier  is
equal to your level plus a value depending on your proficiency
rank (–2 for untrained, 0 for trained, 1 for expert, 2 for master,
or  3  for  legendary).  You’re  considered  untrained  unless  an
ability gives you better proficiency. Learn more on page 290.
Rare This rarity indicates that an ability, item, or spell is available
to  players  only  if  the  GM  decides  to  include  it  in  the  game,
typically through discovery during an adventure. If something
is rare, its level is indicated in orange (the third-darkest shading
of the rarities when viewed in black and white).
Reaction ( ) A reaction is something you can do even when it
is not your turn, as long as the reaction’s trigger occurs. You
typically can use only 1 reaction per turn, and regardless you
can use only 1 on any given trigger. Learn more on page 297.
Requirement You must satisfy the requirements of an action, feat,
spell, item, or other ability in order to use it.
Resonance Points (RP) Every character has a pool of Resonance
Points. Magic items require you to spend Resonance Points to
activate them or wear them. Your RP are equal to your level
plus your Charisma modifier. Learn more on page 376.
Retrain If you’re unhappy with one of your character choices, you
can spend time during downtime to change it. Learn more on
page 318.
Roll Any time you roll dice, you’re making a roll. This could be a
roll using a d20 (often called a check), a damage roll using dice
other than d20s, or any other die roll.
Round  Time  during  encounter  mode  is  measured  in  rounds
of roughly 6 seconds of time in the game world. During the
course of a round, all creatures have a chance to act, in an order
determined by initiative. Learn more on page 304.
Saving Throw (Save) When you are subjected to a dangerous
effect,  you  can  often  attempt  a  saving  throw  (sometimes
called a “save”) to mitigate the effect. You roll a saving throw
automatically—you don’t have to spend an action or a reaction.
Unlike most checks, the person who isn’t acting rolls the d20
for a saving throw, and the person who is acting generates
the DC.
There  are  three  types  of  saving  throws:  Fortitude  (based
on  Constitution  and  used  to  resist  poisons,  diseases,  forced
movement,  and  other  physical  effects),  Reflex  (based  on
Dexterity and used to mitigate effects that you could quickly
dodge), and Will (based on Wisdom and used to resist effects
that  target  your  mind  or  spirit).  Your  saving  throw  modifier
is equal to your proficiency modifier plus the ability modifier
listed above, along with any other bonuses or penalties. Learn
more on page 17.
Secret Check A secret check is a check the GM rolls in secret,
typically because seeing the result of the die would bias the
player’s response to the effect. See page 293 for more.
Signature Skill You can gain master and legendary proficiency in
your signature skills, which are usually granted via your class.
Skill A skill represents a creature’s ability to perform certain tasks
that require experience or training. Skills typically have a list
of uses you can perform even if you’re untrained with the skill,
followed by ones that require you to be trained with the skill.
Your skill bonus is equal to your proficiency modifier plus the
skill’s associated ability modifier, along with any other bonuses
and penalties. Learn more on page 142.
Skill  Feat  Skill  feats  are  a  type  of  general  feat  that  relate
specifically to a skill. You can select a skill feat only if you have
the prerequisite proficiency rank in the associated skill.
Speed Speed is the number of feet that a character can move using
the Stride action. You might have other Speeds that determine
how far you can move with other actions. See page 310.
Spell  Spells  are  magical  effects  generated  by  the  Cast  a  Spell
activity.  Spells  specify  what  they  target,  their  effects  upon
successful casting, the actions needed to cast them, and how
they can be resisted or negated. Spells and their rules appear
in Chapter 7 (page 192).
Spell DC See Spell Roll.
Spell Level A spell has a level ranging from 1 to 10. As a character
gets more powerful, he can cast spells of a higher level.
Spell Roll You make a spell roll when you’re testing the power of
your magic against a particular target. Your spell roll modifier
is  equal  to  your  proficiency  modifier  plus  your  key  ability
modifier, as well as any other bonuses and penalties (though
these are quite rare). Many of your spells will call for saving
throws against your spell DC (10 plus your spell roll modifier).
Spellcaster A spellcaster is a character whose class or archetype
grants them the spellcasting class feature. NPCs and monsters
might also be considered spellcasters if they primarily rely on
spells to be effective. The ability to cast powers or innate spells
does not by itself make a character a spellcaster.
Strength (Str) This physical ability score measures your brawn.
Stride  You  can  move  up  to  your  Speed  with  the  Stride  action,
which appears on page 308.
Strike The Strike action lets you make an attack. You can find it
on page 308.
Success A success is a degree of success that results from a check
result equal to or greater than the Difficulty Class or a result of
natural 20 that is lower than the Difficulty Class. If a check has
no success entry, that means there is no effect on a success.
Touch Armor Class (TAC) All creatures in the game have a Touch
Armor Class. This score represents how hard it is to hit and
damage the creature with an attack that can bypass some of
the protection granted by armor. Your TAC is equal to 10 plus
your Dexterity modifier (up to your armor’s Dexterity modifier
cap),  plus  your  proficiency  modifier  with  your  armor,  plus
your armor’s item bonus to TAC and any other bonuses and
penalties. Learn more on page 176.
Trait A trait is an indicator that a feat, action, item, spell, monster,
or some other rules item obeys special rules defined by the trait
or interacts with other rules in a special way. For instance, a fire
spell or a monster made of fire has the fire trait. You’ll find a
glossary of traits on page 414.
Trap  Traps  are  the  most  common  type  of  hazard,  constructed
intentionally to harm or obstruct trespassers.
Trigger A trigger is a discrete event or action that must occur in
order for you to use a reaction or a free action. Sometimes spell
effects, monsters, traps, or other effects in the game respond
to triggers. Learn more on page 297.
Turn Over the course of a round, each creature receives a single turn.;
it can typically take up to 3 actions on its turn (see page 304).
Uncommon  Something  of  uncommon  rarity  isn’t  available  to
everyone. It requires special training or comes from a particular
part of the world. Some character choices can automatically
give  a  character  access  to  uncommon  options,  and  the  GM
can  allow  access  for  anyone  she  chooses.  If  something  is
uncommon,  its  level  is  indicated  in  red  (the  second-darkest
shading of the rarities when viewed in black and white).
Unique  The  unique  rarity  applies  to  anything  that’s  one  of  a
kind. Since this book doesn’t include artifacts, there aren’t any
entries that are unique, though some of the playtest monsters
are unique. If something is unique, its level is indicated in light
blue (the lightest shading of the rarities when viewed in black
and white).
Wisdom (Wis) This mental ability score measures your awareness
and intuition.
愚蠢都是相互成就的。不要去成就别人的愚蠢。