作者 主题: [Path of War] 系统及运用 Systems and Use  (阅读 4281 次)

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[Path of War] 系统及运用 Systems and Use
« 于: 2017-09-15, 周五 16:44:17 »
系统及运用 Systems and Use
 在Path of War一书中介绍的武术战斗系统使用了许多新词汇及规则,以下将详述Path of War的武术系统如何运作。
剧透 -   :
The martial combat system introduced in Path of War uses a variety of new terms and rules. Detailed below is how the Path of War martial system works.
武术能力 Martial Abilities
 武术能力可以被归类为两大类别:架式 Stance及武技 Manuever(强化 Boost, 应对 Counter, 击技 Strike)。武技是使用后会暂时耗竭的特异或超自然能力,架式永不耗竭且总是可以使用。
 架式及武技在一天当中可以被使用任意次。武技在使用后会暂时耗竭,你或许消耗了体内某些能量,或许发功以后姿势错位来不及调整回来,或许你需要重新集中。这代表你在稍微休息或是使用可以回复武技的战斗动作以前无法重复使用已耗竭的武技。什么样的动作可以回复武技取决于你的武术家类型,详情请见你的职业的武技回复机制。因此,你通常在每场遭遇只能使用每个已准备武技一次,除非它们因故被回复了。架式永不耗竭且总是可以使用。
剧透 -   :
Martial abilities fall into two separate categories: stances and maneuvers (boosts, counters, and strikes). A martial maneuver is a subtle extraordinary or supernatural effect that is temporarily expended after use. A stance is never expended and is always available.

Stances and maneuvers are usable as many times as you like in a day. However, each time you use a maneuver, you temporarily expend it: you exhaust some small portion of your energy, you’ve finished the move and are now out of position and can’t immediately resume the necessary posture, or your mental focus must be regained. This means you cannot use an expended maneuver again until you have rested for a brief time or perform a particular action in combat that will allow you to recover one or more expended maneuvers. The type of action required depends on which type of martial disciple you are; see your class for it’s maneuver recovery mechanism. Because of this, you can usually employ each of your readied maneuvers once per encounter, unless they are recovered so you may use them again. Stances are never expended or used up and are always available to you.
准备武技 Readying Maneuvers
 架式不需要事前准备。你的每个已知架式总是可以使用。相对之下,武技必须以祈祷、冥想、演练及其他类似的方式准备。你必须从你的已知武技之中准备武技,只有准备好的武技可以随时使用。
 你一次可以准备几个武技是随你的职业及等级而定。若你没有武术家职业等级(例如透过武术训练 Martial Training专长鍊习得武技),你可以准备的武技数量则见武术训练专长鍊的内文。
 某些进阶职业提供准备武技量,这些数量与你因为职业或专长取得的准备武技量叠加。
 若是你在提供准备武技量的职业上获得等级以前就得到武术训练专长,则把进阶职业的准备武技量加到角色目前的准备武技量上。
 要准备武技需要一段时间来祈祷、冥想、演练etc.。准备的具体内容取决于你的武术家职业,但无论如何需要10分钟。准备武技并不需要充分休息,但是准备时行动不能受限制(猎师 Stalker依然需要8小时的休息来回复气池)。每个武技需要一套精准的动作、重复操练的肌肉记忆、高呼信条或祷言、或是为了单一目标洗鍊到极致的心灵,因此大多数武术家无法时时刻刻将他所有的已知武技常备心头。只要在10分钟间不受干扰,你可以替换已准备的武技。你不能像法师或牧师一样在准备武技时留空位。每一个武技每次准备武技时至多被准备一次(意即,你在准备武技时不能重复准备任一强化、应对或击技,每项武技只能被准备一次,例如,你只能各准备镰扫击 Scything Strike、赤风击 Red Zephyr Strike和粉碎击 Crushing Blow)。
剧透 -   :
It is not needful to ready your stances ahead of time. Each stance you know is always available. Conversely, maneuvers require preparation in the form of prayer, meditation, exercise, or any other similar rehearsal. Accordingly, you must choose your selection of readied maneuvers from all the ones you know. Only those you have readied are available for immediate use.

The number of maneuvers you can ready at once is dependent on your class and level. If you have no levels in a martial disciple class (for example, you learned maneuvers through the line of Martial Training feats), you can ready the allotted number of maneuvers as dictated by your Martial Training feats.

Some prestige classes can grant a character additional maneuvers readied. These extra maneuvers readied add to your maximum number of maneuvers readied, whether that number is determined by your class level, or by the number of times you have taken the Martial Training feats.

It is possible for a character to gain the Martial Training feat before entering a class that grants a progression for martial maneuvers readied. In this case, use the character’s current number of maneuvers readied. Add any modifiers from prestige classes to the class’s number of maneuvers readied.

A brief period of practice, meditation, exercise, or prayer is required to ready maneuvers. The particular nature of this preparation depends on your martial disciple class, but each one requires 10 minutes of preparation time. You do not need to be well rested to ready maneuvers, however, it is necessary for you to be able to stand move without restriction or restraint (stalkers however still require 8 hours of rest to refresh their ki pool). Each martial maneuver requires a precise combination of techniques, repetitive training of muscle memory, speaking aloud prayers or creeds, or honing the edge of the mind to focus in on a specific concept or goal; because of this, most martial disciples are unable to keep every maneuver they know at the front of their mind. As long as you are not physically disturbed during your 10 minutes of preparation, you can change out previously chosen maneuvers for new ones. You may not choose to leave any of your readied maneuver slots unfilled, unlike a cleric or wizard preparing their spells. You may not ready an individual maneuver more than once when readying your maneuvers (meaning you cannot ready any strike, boost, or counter more than a single time while you’re readying your maneuvers, you may only have a single application of each, i.e. you can only ready Scything Strike, Red Zephyr Strike, and Crushing Blow once each).
启动架式及武技 Initiating Stances and Maneuvers
 首先,你必须能够移动才能启动架式或武技。与某些能力不同,除非在武技的描述中另外提到,发功时不能说话也没有关系。你透过执行各个武技特定的动作启动它。它可能需要直觉、迅捷、移动、标准甚至整轮动作来启动。启动一个武技可以类比成施展一个法术或发动一个灵能。只有已准备且未耗竭的武技能被启动。
 启动架式是一个迅捷动作。架式永远生效且永不耗竭。启动中架式的效果在使用另一个迅捷动作切换架式以前常驻。
剧透 -   :
First and foremost, to initiate a stance or maneuver, you must be able to move. Unlike some abilities, while initiating, you do not need to be able to speak, unless specifically mentioned in the maneuver’s description. You initiate a maneuver by taking the maneuver’s specified initiation action. It may require an immediate, swift, move, standard, or even a full- round action to initiate. Initiating a maneuver can be likened to that of a spell being cast or psionic power manifested. Only a maneuver that is currently readied and unexpended may be used.

Stances are initiated as a swift action. A stance remains in effect indefinitely and is never expended. The benefit of your chosen stance continues until you change to another stance you know as a swift action.
专注 Concentration
 不像法术或灵能,启动架式或武技并不需要专注。即使你在启动架式或武技的途中受伤或是受到敌性武技、法术或灵能影响你也不会失去它。
 但是来自敌人的干扰依然有可能导致武技不可能被启动。例如,假若敌人透过准备动作在你的回合开始时将你卸武,你便无法使用需要你持握武器的武技。另外如果你被压制或擒抱,在你可以自由活动以前你大部分的武技都无法发动。
 如果在你启动某个武技后,在当回合内因故无法完成它,该武技依然视为耗竭。你依然视为已进行了它的启动动作。
 除非描述中另外指出,否则启动武技或架式不会引发机会攻击。不过若武技提供移动、冲锋或其他引起机会攻击的行动,除非描述中另外指明,那些行动依然正常引发机会攻击。
剧透 -   :
Concentration is not required to initiate a stance or maneuver, as with spells or psionic powers. Even if you are injured or affected by hostile maneuvers, powers, or spells while assuming a stance or initiating a maneuver, you do not lose it.

However, enemy interference still could make certain maneuvers impossible to complete. For example, if an enemy readies an action and disarms you when you start your turn, you are no longer able to use a maneuver that requires you to be wielding that weapon. Also, if are pinned or grappled, most of your maneuvers simply will not work until you are able to move freely.

If you initiate a maneuver and thereafter can’t use it during your turn, the maneuver is still considered expended. You are still considered to have spent its initiation action.

You do not provoke attacks of opportunity when you initiate a stance or maneuver unless otherwise stated in its description. However, some maneuvers allow for movement, the ability to charge, or take other actions that can provoke attacks of opportunity. These actions provoke attacks of opportunity as normal unless specifically stated otherwise in the maneuver’s description.
武术家等级 Initiator Level
 某些架式或武技有依存于武术家等级的变数(像是持续时间)。
 若你是纯职角色,你的武术家等级等于提供武技给你的职业的等级。若你没有任何武术家职业等级,你的武术家等级等于1/2角色等级。
 当你在不提供武技的职业上提升等级时,你对Path of War的理解依然会成长。一个训练有素的战士拥有足以掌握武术的基本功。如果你是兼职武术家,在你因为武术家职业升级而获得新武技时,将该武术家职业等级+1/2其他职业等级(种族生命骰在此视为其他职业等级)作为你的武术家等级。你在某个职业上的武术家等级不能超过你的角色等级。参见下表来判断你可以习得的最高级武技。你依然必须满足武技的其他先决条件。
 举例来说,一个7猎师 Stalker/5督军 Warlord在判断作为猎师 Stalker时可以学习的最高级武技时武术家等级为9,因此可以学习5级武技。作为督军 Warlord时武术家等级为8,可以学习4级武技。两个职业的武技分开准备与施展。你不能透过兼职来重复学习或准备某个武技或架式。
 这个流程适用于不论是否武术家的所有职业(4巫师/1督军 Warlord的武术家等级为3),武术进阶职业在计算武术家等级时加入所有的等级,详见武术进阶职业的描述。
剧透 -   :
Some stances and maneuvers have variables (such as duration) that depend on your initiator level.

If you are a single-class character, your initiator level equals your level in the class that provides access to martial maneuvers. If you lack any martial disciple levels, your initiator level is equal to 1/2 your character level.

When you gain levels in a class that does not grant martial maneuvers, your understanding of the Path of War still increases. A well-trained, highly skilled fighter has the basic combat training needed to master martial maneuvers. If you are a multiclass martial disciple, and you learn a new maneuver by attaining a new level in a martial disciple class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes (treating racial Hit Dice as class levels for these purposes). Your initiator level for a class cannot be higher than your character level. Look up the result on the table below to determine the highest-level maneuvers you can take. You still must meet all of a maneuver’s prerequisites to learn it.

For example, a 7th-level stalker/5th-level warlord has an initiator level of 9th for determining the highest- level maneuvers he can take as a stalker. Subsequently, he can take 5th level stalker maneuvers. As a warlord, his initiator level would be 8th, allowing for 4th-level warlord maneuvers. These maneuvers are readied and performed separately. Multiclassing does not allow an initiator to have any individual stance or maneuver known or readied more than once.

This process applies whether a class is a martial disciple class or not (for example, a 4th-level wizard/1st-level warder would be a 3rd level initiator). Martial prestige classes add the full prestige class level to your martial disciple level to determine your initiator level. See the martial disciple’s prestige class descriptions for more information.
选择武技 Selecting Martial Maneuvers
 武技被整理成类似法术的等级。一般来说,高级武技强过低级武技。随着等级提升,你可以学习更高级的武技。你的武术家职业等级决定了你所能学习的最高级武技。例如一个10督军 Warlord可以选择5级以下的武技。
表:最高级已知武技
武术家等级武技等级
1~21
3~42
5~63
7~84
9~105
11~126
13~147
15~168
17+9
剧透 -   :
Martial maneuvers are organized by level, much like spells. Generally, higher-level maneuvers are more powerful than lower-level ones. As you gain levels, you can choose higher-level maneuvers. Your level in a martial disciple class determines the highest- level maneuvers you can choose. For example, a 10th level warlord can choose maneuvers of 5th level or lower.
结算架式或武技 Resolving a Stance or Maneuver
  你启动一个武技以后,结算它的效果。
 攻击骰:许多武技包含了某种形式的攻击。所有的攻击性动作,即使不会直接造成伤害(如冲撞或绊摔),依然视为攻击。所有允许对手过豁免否则造成伤害或以其他形式妨害对手的武技都视为攻击。
 加值类型:某些武技或架式会在AC、能力值、攻击骰、伤害骰、豁免骰及其他提供加值。每个加值都会有一个表示加值从何而来的类型。除了闪避加值以外同类不叠。
 若某架式或武技提供的加值没有标注类型,该加值与其他影响同个数据的所有其他加值叠加。无名加值必叠。
 武技期间的动作:武技描述的启动动作一栏标明了启动该武技需要的动作。举例来说,龙袭 Dragon Assault武技的启动动作是一个整轮动作,因此你以一个整轮动作发动武技描述内的效果。这个例子的情况是一次附带额外效果的整轮攻击。
剧透 -   :
Once you have chosen to initiate a maneuver, you must resolve its effects.

Attack Rolls: Many maneuvers include an attack of some kind. All offensive combat actions, even those that do not deal damage directly (such as bull rush or trip), are still considered attacks. All maneuvers that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks.

Bonus Types: Some stances and maneuvers grant bonuses to armor class or ability scores, on attacks or damage, on saves, or any number of other variables. Each bonus has a type that indicates how or why it is granted. With the exception of dodge bonuses, two bonuses of the same type generally do not stack.

If a stance or maneuver does not identify the type of bonus granted, its effects stack with all other effects modifying the same characteristic or attribute. Untyped bonuses always stack.

Actions during a Maneuver: The Initiation Action line of a maneuver description provides the action required to use that maneuver. For example, the initiation action of the Dragon Assault maneuver is 1 full-round action. Thus, as part of your full-round action, you bring about the effect in the maneuver description. In this case, the maneuver allows you to make a full-round attack with additional benefits.
回复耗竭武技 Recovering Expended Maneuvers
 在每场遭遇开始时,你所有的已准备武技都可以使用且未耗竭。当你启动某个武技后,它变为耗竭,且在回复以前无法再次启动。耗竭武技可以透过两种方式回复:特殊动作或是结束遭遇。架式永不耗竭。
 特殊动作:大部分的武术家职业都有用于在战斗期间回复武技的特殊动作,具体是什么动作详见职业(或专长)。
 遭遇结束:武术家职业在遭遇结束时自动回复所有耗竭武技。即使只是战斗外的片刻小歇也足以回复前一场战斗中耗竭的所有武技。在冗长的持久战或是武术家彻底在战斗外的场合,只要他在1分钟内不发动攻击、不启动武技且不被敌人攻击,他回复所有武技。若他无法保持一分钟内不被攻击,则他不能自动回复武技而必须使用特殊动作。
剧透 -   :
At the beginning of each encounter, you have all of your readied maneuvers available and unexpended. When you initiate a maneuver, it is expended; it cannot be used again until it is recovered. Expended maneuvers can be recovered in two ways: through special actions or at the end of an encounter. Stances are never expended.

Special Action: Most martial disciples are able to refresh some of their expended maneuvers in the course of a battle by taking a special action to do so. The type of special action required depends on a martial disciple’s class (or feat) selection.

End of Encounter: A martial disciple automatically recovers all expended maneuvers when an encounter ends. Even a few moments out of combat is sufficient to refresh all maneuvers expended in the previous battle. In the case of a long, drawn-out series of fights, or if a disciple is out of combat entirely, assume that if a character makes no attacks of any kind, initiates no new maneuvers, and is not targeted by any enemy attacks for 1 full minute, he can recover all expended maneuvers. If a character can’t avoid being attacked for 1 minute, he can’t automatically recover his maneuvers and must use special actions to do so instead.
引述: 边栏
x/遭遇 能力 Per Encounter Abilities
一场遭遇定义为自第一次先攻开始(有的话从突击轮开始)至最后一次先攻结束后且1分钟内不重新进入战斗的期间,这代表武术家职业有充分的时间回复在一场遭遇内耗竭的武技及能力。
剧透 -   :
An encounter is a period of time from when initiative begins (starting with the surprise round, if any) to the last initiative has ended and after a total time amount of one minute has elapsed without combat resuming. This means that martial disciples have had time to recover all expended maneuvers and abilities that are used and depleted within the span of an encounter.
武术能力与魔法 Martial Abilities and Magic
 大部分产生超自然效果的架式或武技与魔法和灵能别无二致。但是武技鲜少与法术及灵能互动。当武技被启动时,除非特别注明,它的效果只在你的当前回合生效,导致敌人很难反制它。
 特异或超自然能力:武术架式及武技永不为法术或类法术能力。除非武技或架式的描述中另外标明,视其为特异能力。因此武术家的能力可以在AMF或死魔法区内正常运作。武技与架式也无法被解除魔法或反制法术,启动它们也不会引发机会攻击。
 若某个武技明显为魔法或是透过超自然能量源驱动,会在描述中标明为超自然能力。这种情况下该武技遵守所有超自然能力的相关规则。
 侦测武技:多数武技的效果并不持久且一目了然,但是要具体判断是哪一招哪一式需要知识(武术)技能。
 复数效果:武技及架式通常就如同描述一般运作,不论是不是有其他魔法效果在同一地区/目标上生效。当武技或架式对其他法术、灵能或武技有特别效果的话会在描述中标明。
 堆叠效果:大部分武术家职业同时只使用一个架式,不过某些高等级武术家可以同时使用两个架式。在攻击骰、伤害骰、豁免骰或其他数据上提供加值的武技或架式若加值类型相同的话不叠加,除非在描述中特别标明(像是闪避加值与环境加值总是叠加,但士气加值不叠)。
剧透 -   :
Most martial stances and maneuvers that create supernatural effects are transparent to magic or psionics. However, martial maneuvers rarely interact with spells or powers. Once the maneuver is initiated, the effect lasts only for your turn, unless otherwise detailed in the description, giving an opponent little chance to counter it.

Extraordinary or Supernatural Abilities: Martial stances and maneuvers are never spells or spell-like abilities. Unless the description of the specific stance or maneuver in question says otherwise, treat it as an extraordinary ability. Thus, the abilities of a martial disciple function in an antimagic field or a dead magic zone. A stance or maneuver can’t be dispelled or counterspelled, and initiating one does not provoke attacks of opportunity.

If a maneuver is overtly magical or otherwise uses a supernatural power source, it will be noted as a supernatural ability in its description. In this case, the maneuver obeys all the standard rules for supernatural abilities.

Detecting Martial Maneuvers: Many maneuvers don’t create persistent or long-lasting effects, and the results are obvious to any observer. However, identifying the specific stance, maneuver, or discipline requires the Knowledge (martial) skill.

Multiple Effects: Martial stances and maneuvers generally work as described, no matter how many other powers, spells, or magical effects happen to be operating in the same area or on the same subject. Whenever a stance or maneuver does have a specific effect on other maneuvers, powers, or spells, its description will explain the effect.

Stacking Effects: Most martial disciples can use only one stance at a time, although some higher- level disciples may be able to use two stances at once. Stances or maneuvers that provide penalties or bonuses on attack rolls, damage rolls, saving throws, and other attributes do not stack with each other if they are of the same type, unless otherwise noted within their bonus type descriptions (such as dodge bonuses and circumstance bonuses always stack, but morale bonuses do not).
引述: 边栏
新伤害类型 New Damage Types
 本书中介绍了两种新伤害类型,神圣 Sacred与秽邪 Profane。
 神圣伤害来自注满了对邪恶阵营生物而言是有害能量的纯善之力的攻击。神圣伤害对虚体生物造成完整伤害且在造成伤害时将武器视为善良阵营。由于这不是武器伤害类型所以无视DR。
 秽邪伤害来自注满了对善良阵营生物而言是有害能量的纯恶之力的攻击。秽邪伤害对虚体生物造成完整伤害且在造成伤害时将武器视为邪恶阵营。由于这不是武器伤害类型所以无视DR。
剧透 -   :
Two new damage types are introduced in this book, profane and sacred.

Profane damage comes from attacks that are heavily infused with the power of sheer evil and carry this unholy power over as a form of harmful energy to good-aligned beings. Profane damage deals full damage to incorporeal targets and deals damage as if the weapon were evil-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

Sacred damage comes from attacks that are heavily infused with the power of sheer good and carry this holy power over as a form of harmful energy to evil-aligned beings. Sacred damage deals full damage to incorporeal targets, and deals damage as if the weapon were good-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.
架势与武技说明 Stance and Maneuver Description
 武术能力的说明将遵循下列的标准格式。
 名称
 该能力一般而言为人所知的名称。
 武术流派
 每个武术能力都源自下列其中之一的流派:黑天 Black Seraph、破刃 Broken Blade、咒锋 Cursed Razor、融素 Elemental Flux、恒卫 Eternal Guardian、金狮 Golden Lion、铁龟 Iron Tortoise、银涌 Mithral Current、贯雷 Piercing Thunder、原怒 Primal Fury、裂时 Riven Hourglass、赤座 Scarlet Throne、碎镜 Shattered Mirror、银鹤 Silver Crane、眠仙 Sleeping Goddess、阳风 Solar Wind、钢蛇 Steel Serpent、岚雨 Tempest Gale、蟠龙 Thrashing Dragon、朦月 Veiled Moon
 同一个流派的武技通常都有类似的效果、运作方式与哲学。武术招式的具体细节请见兵武之艺 The Art of the Blade章节。
 (类别)
 大部分的武术能力可以被分进以下四个类别:强化、应对、击技及架式。少数特例不在此限。以下的武技类别会提到迅捷与直觉动作,若不熟悉请参照后述的启动动作。
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The description of each power follows a standard format which is explained below.

Name
This entry is the name by which the maneuver is generally known.

Martial Disciplines
Every maneuver belongs one of the martial disciplines: Black Seraph, Broken Blade, Cursed Razor, Elemental Flux, Eternal Guardian, Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Riven Hourglass, Scarlet Throne, Shattered Mirror, Silver Crane, Sleeping Goddess, Solar Wind, Steel Serpent, Tempest Gale, Thrashing Dragon, and Veiled Moon.

The maneuvers in a discipline are usually linked by common effects, philosophies, or functions. The various martial maneuvers available to practitioners of the Path of War are described in The Art of the Blade.

(Type)
Most martial abilities fall into one of four categories: boosts, counters, stances, or strikes. Very few maneuvers don’t fall into any of these categories, and they are exceptions to the rule. The maneuver categories below refer to swift and immediate actions. If you are unfamiliar with this, see the Initiation Action section below.

强化 Boost
 这个类别包含了一个武人集中精神、吐息练气或其他能量源,并透过近战(或其他)攻击发功。一个角色在喊了相关神祈或信条的口号以后打出惊天一击正是使用了强化武技。
 强化是种提供加值的武技,一般而言加在攻击骰或伤害骰上,持续到你的回合结束为止。一个增强总是需要迅捷动作,让你可以在标准动作或整轮攻击以前启动。有些强化会在你的攻击上附加力竭或震慑等效果,其他强化会在被击中的敌人身上附加额外的效果。若某强化影响你的攻击,除非另外注明否则该强化影响你该回合内所发动的所有攻击,直到你的回合结束强化失效为止。强化的效果依存于持续时间而不是持用的武器。若你在回合期间切换了武器,强化依旧生效。
 强化并不一定影响攻击,它可能提供技能检定的加值、提高角色的移动速度或吸引敌人的注意力。
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This category covers maneuvers that allow a warrior to bring himself into focus, summon his ki energy or other source of power, and unleash it through melee attacks, or other attacks. A character who shouts an invocation to his cause or god and then unleashes a mighty attack is using a boost.

A boost is a maneuver that grants a bonus, most commonly to attack or damage rolls, for the duration of your turn. A boost always requires a swift action, frequently allowing you to initiate it before unleashing a standard action or full-attack. Some boosts apply additional conditions such as fatigue or stunning to your attacks, while others provide some additional effect imposed on an enemy you have just successfully struck in battle. If a boost applies to your attacks, it applies to all those attacks within the round in which it was initiated, but its effect ends at the end of your turn, unless otherwise specified. A boost’s effect applies for its duration, no matter which weapon you might wield in that round. Should you switch weapons during your turn, the effect of the boost still applies. Each maneuver’s description gives you the details of each boost’s effect.

A boost doesn’t always modify an attack; it could provide a bonus on a skill check, to your character’s speed, or draw the attention of an attacking opponent.

应对 Counter
 应对是种快速且(通常为)防御性的武技,用来阻止或回应对手的行动。一个恰恰闪到食人魔棒槌打不到的地方的武人正是使用了应对武技。
 铁龟 Iron Tortoise做为以盾为兵攻防一体的流派传授了许多应对武技。应对是可以在敌人回合进行的直觉动作,通常来说你的敌人必须做出描述内相应的动作(像是攻击)你才可以使用应对。
 如果某个应对需要与攻击骰对抗,则该应对是在攻击骰完结果揭晓但是投伤害骰以前启动。若某个应对替换了豁免骰或其他投骰,则在掷骰前发动效果且不溯及既往。其他应对可能(没)有其他触发条件,详见各个应对的描述。
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A counter is a fast, usually defensive maneuver that is used to prevent or respond to your opponent’s actions. A martial disciple who dodges just beyond an ogre’s reach is using a counter.

The Iron Tortoise discipline features many counters, because it focuses on teaching students to trust in their shield as their best weapon and defense. Counters are immediate actions that you attempt during an enemy’s turn. Usually, your foe must make a specific action, such as an attack against you, for you to use a counter.

If a counter is compared to an attack roll, then it is initiated after the attack roll is made and the result is revealed but before damage is rolled. A counter that replaces a saving throw or other roll is used before the roll in question, and cannot be used retroactively. Other counters may have specific triggers (or not have triggers at all), as noted in their descriptions.
引述: 边栏
重击与应对 Critical Hit vs. Counter
玩家或DM在攻击时骰出了天20以后决定启动应对武技的尴尬状况迟早会发生,但放心吧一切都在作者的意料之中。
应对武技可以用来回应重击威胁骰不是天20的重击。
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As this is bound to come up at the gaming table at least once in a while, a player or the GM will roll a natural 20 against a creature or player and the decision to use a counter will arise. Relax, here’s the answer. Counters may be used against a critical hit except if the threatening attack roll was a natural 20. Critical hits from weapons with increased threat ranges (such as rapiers) can be countered if the threatening attack roll was not a 20.

击技 Strike
 击技是进行特殊攻击的武技。一剑屠龙的武人即是使用了击技武技。击技在一般攻击上提供了额外伤害或是致盲一类的效果。
 几乎所有击技都需要标准动作或整轮动作来启动。大部分包含了作为武技一部分的近战或远程攻击。如果攻击命中了,目标受到正常的武器伤害,并额外受到击技效果。当使用击技攻击时,你正常地使用你的BAB,所有攻击及伤害调整值,武器伤害骰及其他。你可以用击技造成重击,但是击技的额外伤害不会随之翻倍。这些额外伤害在处理时视为来自其他特殊能力的伤害(例如偷袭伤害或炽焰附魔的火焰伤害)。
 由于击技需要用某些特定的方式攻击,当你启动击技时你无法从法术或其他效果得到额外的攻击次数(例如加速术或追击附魔)。除非特别注明,你在使用一个启动动作为整轮动作的击技时并不是在进行整轮攻击。除非特别注明,你也不能把特殊攻击(像是卸武与破武)融入击技里。
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A strike is a maneuver that allows a special attack. A martial disciple who slays a wyvern in a single blow is using a strike. A strike imparts some bonus or advantage over a standard attack, such as extra damage, or an additional effect such as blinding a foe.

Strikes almost always require a standard or full- round action. Most involve a melee or ranged attack as part of completing the maneuver. If the attack hits, your opponent takes normal melee or ranged damage, as well as suffering the effect of the strike. When making a strike, you use your base attack bonus, all attack and damage modifiers, weapon damage, and so forth, as normal. You can make a critical hit with a strike, but you do not multiply extra damage from a strike when calculating the critical hit damage. It is treated just as extra damage from another special ability would be (like deadly strike damage or damage from a flaming weapon).

Because strikes require a specific form of attack, you cannot benefit from spells or effects that grant extra attacks when making a strike (such as the haste spell or a speed weapon). You are not taking a full attack action when you initiate a strike whose initiation action is 1 full round, unless otherwise specified in the description. Also, you cannot combine special attacks such as disarm or sunder with strikes, unless stated otherwise in the maneuver’s description.

架式 Stance
 架式是种你在回合与回合间持续维持的战斗方法。只要维持着,你就能获得架式的效果。一个伸展一波后维持着某种固定姿势的武人正在使用架式。
 启动架式需要一个迅捷动作。启动架式以后你立刻获得所有效果。只要你维持着一个正常架式你就一直获得其效果。某些架式在特定的情况下有特殊效果。一个架式可能在你移动、不动或攻击措手不及的敌人时提供额外效果。你不能启动一个你已经维持着的架式。
 你可以以一个迅捷动作来结束一个架式并启动另一个,或是单纯结束你目前的架式。你持续获得架式的效果直到你启动新的架式或是结束目前的架式。假设在你的回合开始时你的架式提供给你攻击加值,你可以在用了这些加值攻击以后以一个迅捷动作切换进一个给你AC加值的架式。
 你的架式在你因为任何原因陷入无助 Helpless时结束。若你之后恢复正常了,你必须重新以迅捷动作进入架式。架式在判断高级武技/进阶职业/专长的先决条件时视为武技。
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A stance is a type of fighting method that you maintain from round to round. So long as you stay in a stance, you gain some benefit from it. A martial disciple who performs a kata and assumes a specific posture as he prepares to fight is using a stance.

A stance is initiated as a swift action. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a typical stance as long as you remain in it. Some stances give you a benefit only when you meet certain conditions. A stance might grant a bonus when you move, or stand still, or if you attack a flat-footed opponent. You cannot enter a stance you are already in.

You can use a single swift action to end one stance and begin another, or you can choose to simply end your current stance without entering another. You continue to gain a stance’s benefits until you switch to a new stance or end your current one. At the start of your turn, you might be in a stance that grants you a bonus on attack rolls. You could make your attacks gaining the stance’s bonus then use a swift action to switch to a stance that gives you a bonus to AC.

Your stance ends if you are rendered helpless for any reason. If you later recover, a swift action must be used to initiate your stance once again. Stances are considered maneuvers for the purpose of fulfilling prerequisites for learning higher-level maneuvers or qualifying for prestige classes or feats.

[描述符]
 有的武技会有描述符来更进一步定义它。这个描述与流派及类别同一行。
 可能会应用到武技上的描述符有:强酸[acid]、寒冷[cold]、诅咒[curse]、电击[electricity]、邪恶[evil]、恐惧[fear]、火[fire]、力场[force]、善良[good]、影响心灵[mind-affecting]、传送[teleportation]、音波[sonic]。大部分描述符自身并没有游戏效果,但是它们决定武技如何与其他的武技、法术、灵能及能力等等相互作用。
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Some maneuvers have descriptors that further define them. These descriptors appear on the same line as the discipline of the maneuver.

Some descriptors that can apply to maneuvers are cold, electricity, evil, fear, fire, force, good, mind- affecting, teleportation, or sonic. Most of these descriptors have no game effect by themselves, but they do govern how a maneuver may interact with other maneuvers, spells, powers, or abilities.
等级
 这个条目用来标示作为该武技习得条件的等级。角色的等级至少需要达到相应的等级才能学习特定的武技(见上表)。
 若你不是武术家职业,你可以透过武术训练专长学习任意武技。若你是,则可以透过研修 Advanced Study专长来学习更多武技。你依然需要满足武技的先决条件。
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This entry shows the level of the maneuver for the purposes of qualification to learn that maneuver. The character’s initiator level must meet the minimum prerequisite or exceed it to be able to learn this martial ability (see table: Highest Level Maneuvers Known).

You can learn any maneuvers you like by choosing the Martial Training feat if your class is not a martial disciple, or the Advanced Study feat if you are. However, you must always meet the prerequisites of the maneuver before selecting it.
先决条件
 除了职业及等级需求以外,你还需要达成特定的条件才能选择特定武技。在判断学习新武技的先决条件时架式视为武技。
 一个武技可以视为自己的先决条件。例如,一个先决条件为"1个金狮武技的"金狮武技即使在除了它以外的金狮武技全都被替换掉时依然能用。
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In addition to meeting the class and level requirements before learning a new maneuver, you must meet a certain set of requirements to be able to choose that maneuver. Stances are considered maneuvers for the purpose of meeting a prerequisite to learn a new maneuver.

A maneuver counts towards its own prerequisites; for example, if a character learned a Golden Lion maneuver with a prerequisite of “1 Golden Lion maneuver,” they would still retain that maneuver even if they exchanged all their other Golden Lion maneuvers for maneuvers of other disciplines.
已知武技
 某些偏强力的武技需要你在同一个门派上学会一或复数个武技才能选择。
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Some of the more powerful maneuvers require you to learn one or more other maneuvers in the same discipline before they can be selected.
启动动作
 这个条目标明了启动该武技需要何种动作。
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This entry describes the type of action you must spend to active a martial maneuver.
距离
 武技说明的距离部分详细说明了法术能够施放的距离,以下是一些标准距离:
 个人:该武技只能影响你自己(但可能给予你回合内能够影响他人的能力)。
 接触:你必须接触到目标或物品。能造成伤害的接触类武技能够像武器一样造成重击,但是不把武技的额外伤害翻倍。
 近距:武技可施展到离你25尺远的地方,每提升2个武术家等级,可以再增加5尺距离。
 近战攻击:武技影响你每个成功近战攻击的目标。
 远程攻击:武技影响你每个成功远程攻击的目标。
 邻接:武技影响距离你1格内的生物。有的武技影响在回合开始或结束时与你邻接的生物,有的武技影响回合内因为移动而邻接的目标。详见特定武技的描述。
 以若干尺为距离:有些武技不属于任何标准距离,仅用英尺表示施展距离。
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A maneuver’s range indicates how far from you it can reach.

Standard ranges include (but are not limited to) the following:

Personal: The maneuver affects only you (but may give you an unusual power or ability that affects others for the rest of your turn).

Touch: You must touch a creature or object to be able to affect it. A touch maneuver that deals damage can score a critical hit just as a weapon can, although you do not multiply the extra damage from a maneuver on a successful critical hit.

Melee Attack: The maneuver affects any creature you make a successful melee attack against.

Adjacent: The maneuver affects creatures within 1 square of you. Some maneuvers only affect adjacent creatures at the beginning of your turn or at the end of your turn, but others affect any creature you move adjacent to during the course of your turn. See the specific maneuver descriptions for details.

Range Expressed in Feet: Some maneuvers have no standard range category, just a range expressed in feet.
目标
 启动武技时武术家必须选择他的武技所影响的对象或发生源。这个条目会适当地列出武技能影响的目标(们)、其效果或其区域。
 目标(们):大多数的武技都是针对你所指定为目标(们)的特定生物或物品(们)生效。你必须能够看到或触碰到目标,且特别指示出具体哪(些)个是你的目标。
 有的武技只能对自愿目标生效。你总是可以指定自己为自愿目标。失去意识的生物视为自愿,但是无法移动(immobilized)或无助但保有意识的目标不自动视为自愿。
 有的武技的目标是自己(但可能给予你回合内能够影响他人的能力),当使用这些武技时你不进行豁免骰,只要你符合使用该武技的其他条件自动获得武技的效果。
 有的武技影响你成功近战/远程(接触)攻击的生物(们)。
 区域:某些武技影响一个区域。你可以指定武技效果的发生源,但不能具体指定那些生物或物品受到武技影响。
 爆发:爆发影响区域内的所有事物,包含你看不见的生物。它不能影响对发生源有全掩蔽的生物,爆发的预设形状为球状。
 弥漫:弥漫如爆发一般运作,不过会在持续时间内不断地由发生源(通常是你)辐射出去。
 扩散:扩散如爆发一般运作,但是可以通过转角。你指定发生源,然后效果由发生源扩散指定距离。
 效果:某些武技不是影响既存事物而是创造新的东西。你可以透过视线或是定义的方式决定这些东西在哪里出现。距离决定了这些东西可以在离你多远的地方出现。
 效果线:影响除了你以外的目标的武技需要效果线。效果线是决定了效果生效范围的未被阻挡的直线。固态屏障可以阻挡效果线,但是雾气、黑暗或其他影响视线的效果不会阻挡效果线。
 你跟武技目标之间必须有效果线才能启动武技。爆发或弥漫只影响与发生源有效果线的区域、生物或物品。一堵有着至少一呎见方的洞的固态屏障不阻挡武技的效果线。
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The initiator must choose whom his maneuver is going to affect or where it will originate. This entry describes the maneuver’s target or targets, its effect, or its area, as appropriate.

Target or Targets: Most maneuvers affect a specific creature or object (or more than one creature or object) that you designate as your target or targets. You must be able to see or touch the target, and you must specifically choose the target or targets.

Some maneuvers can be initiated only on willing targets. You can declare yourself a willing target at any time (even if you’re flat-footed or it isn’t your turn). Unconscious characters are always considered willing, but a character who is conscious but immobilized or helpless is not automatically willing.

Some maneuvers target you (but they might confer an unusual ability to affect other creatures for the rest of your turn). If the target of a maneuver is “You,” you do not receive a saving throw- you receive the benefit of the maneuver automatically as long as you meet any other requirements for initiating it successfully.

Other maneuvers affect a creature or creatures that you successfully hit with a melee or ranged attack, and some affect a creature you successfully hit with a melee or ranged touch attack.

Area: Some maneuvers can affect an area. You may be able to choose the point where the maneuver’s effect originates, but otherwise, you usually don’t control which creatures or object an area maneuver affects.

Burst: A burst affects whatever it catches in its area, including creatures you can’t see. It can’t affect creatures that have total cover from its point of origin. The default shape for a burst is a sphere.

Emanation: An emanation functions like a burst, except that the effect continues to radiate from the point of origin (often you) for the duration of the maneuver.

Spread: A spread effect spreads out like a burst, but can turn corners. You select the point of origin, and the effect spreads out in all directions to a given distance.

Effect: Some maneuvers create something rather than affect things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear.

Line of Effect: Maneuvers that affect a target other than you require line of effect. A line of effect is a straight, unblocked path that indicates what an effect can affect. A solid barrier cancels a line of effect, but line of effect is not blocked by fog, darkness, or any other factors that would limit normal sight.

You must have a clear line of effect to any target that you initiate a maneuver against, or to any space in which you wish to create an effect at range (if your maneuver allows). A burst or emanation affects only an area, creature, or any objects to which it has a line of effect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a maneuver’s line of effect.
持续时间
 一个武技的持续时间告诉你武技的效果持续多久(duh)。
 回合结束:武技的效果持续到你的回合结束,然后失效。
 立即:武技的效果在启动的瞬间完成。
 一轮:有的武技的持续时间为一轮。你在你的回合获得武技的效果,一直到你的下个回合开始前武技才失效。
 架式:这个持续时间表示本能力是个架式,只有在你想要、陷入无助或是描述中特别指出的状况下失效。
 一段时间:某些武技持续特定轮或分钟,时间到失效。
 没有持续时间:没有持续时间的武技仅在你启动它的期间生效。有些武技的"持续"时间比一回合还短,这些通常就是在普通攻击上造成额外伤害的武技。例如,一个启动动作为一个标准动作的击技可以视为它的持续时间为"一个标准动作",这个武技的效果与进行攻击的动作绑定在一起。像这种状况就不会列出持续时间。
剧透 -   :
A maneuver’s duration tells you how long its effect lasts.

End of Turn: The maneuver’s effect lasts until the end of your turn, then ceases to function.

Instant: The effect of the maneuver comes and goes the instant the maneuver is initiated.

One-Round Durations: Some durations are measured as 1 round. You gain the capability to perform whatever special effect or attack the maneuver permits on your turn. Immediately before the beginning of your next turn, its effect comes to an end.

Stance: This duration indicates that the ability is a stance, and therefore ends only when you will it to end, when you become helpless, or when you fulfill a specific condition described in the stance’s description.

Timed Durations: Some maneuvers last some number of rounds or minutes. When the time is up, the energy sustaining the effect fades, and the maneuver’s effect ends.

No Duration: The effect of a maneuver without a duration lasts only as long as it takes you to initiate the maneuver. Some maneuvers “last” less than a full round. Such is often the case for maneuvers that deal extra damage on top of your normal melee or ranged damage. For example, a strike with an initiation action of 1 standard action would effectively have a duration of 1 standard action; the effect of the strike is tied to the action of making the attack. When this is the case, no duration entry is given.
豁免骰
 有时有特殊效果或超自然强化的武技允许目标进行豁免骰来回避其(部分)效果。这个条目指明了允许进行什么豁免。当武技是用该流派的偏好武器施展时DC获得+2表现加值。
 无效:通过则武技不产生其他效果。
 部分:武技会产生某种效果(例如死亡),通过豁免则产生不那么惨的效果(受到伤害而不是直接死亡)。
 减半:武技会造成伤害,通过豁免则伤害减半(下向取整)。
 :若武技不允许掷豁免骰则在效果表中不会列出豁免。
 豁免DC:公式为10+武技等级+武术调整值。
剧透 -   :
Sometimes, a maneuver with a special effect or supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line in a maneuver description defines which type of saving throw a maneuver allows. Maneuvers performed with a favored weapon for the martial abilities’ discipline gain a +2 competence bonus to the DC of the maneuver initiated (if applicable).

Negates: The maneuver has no additional effect on a subject that makes a successful saving throw.

Partial: The maneuver causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed.)

Half: The maneuver deals damage, and a successful saving throw halves the damage taken (round down).

None: In a case where no saving throw is allowed, the saving throw line is omitted.

Saving Throw Difficulty Class: The formula for determining a saving throw DC against a maneuver’s special effect is 10 + maneuver level + initiator modifier.
法术抗力
 由于不是特异就是超自然能力,武技不给法抗。
剧透 -   :
Unlike spell descriptions or power descriptions, martial maneuvers never allow spell resistance or power resistance. Since maneuvers are extraordinary or supernatural abilities.
描述
 在此详细描述武技的运作方式/原理,若前面某条提到"见内文"或"见描述",在这里会有解释。
剧透 -   :
This part of the maneuver description explains what the maneuver does and how it works. If one of the previous lines in the maneuver description included “see text” or “see description,” an explanation will be included in the descriptive text.
引述: 边栏
暴击、冲锋与武技 Vital Strikes, Charging, and Maneuvers
 总是会有哪路滥强想问暴击专长鍊能不能跟武技或冲锋混著用。简单来说:不能。暴击需要用一个标准动作来发动...就像攻击武技一样,两个标动互相冲突不叠加。如果某个角色因故在某回合有2个标准动作,他可以分开使用暴击跟武技,但是不能将两者的效果结合。冲锋也是类似的道理。当你使用整轮动作冲锋攻击时,你就没有其他动作来启动武技了(除非你持有武术冲锋专长)。注意,你依然可以在冲锋/暴击上获得强化武技或架式的效果,只是不能打出冲锋高等暴击绯天剑之类的鬼东西。
剧透 -   :
The question will invariably come up as to whether or not you can use Vital Strike and its subsequent feat chain with martial strikes or on a charge. In short, the answer is “no”, and here is why. A vital strike requires the expenditure of a standard action to perform the attack; quite simply, a vital strike operates very much like a martial maneuver. Many maneuvers are standard actions as well, and detail that the character makes an attack with it, not unlike with Vital Strike. They’re mutually exclusive to one another. If a character had a way to get a second standard action that turn, then they could use both but not on the same attack. The same holds true for charging attacks. When you attempt a charge, it is a full round action so there are no actions left at the end to use with a maneuver (unless you possess the Martial Charge feat.) Keep in mind, this does not disqualify the use of boosts with a charge or a vital strike, nor does it disqualify the benefits of a martial stance.
何谓攻击 Attacks and Path of War
 在处理武技、架式、其他PoW能力及相关的Dreamscarred Press产品时,攻击是指需要攻击骰的战斗行动。除非特别注明,作为武技一部分的攻击必须要以能够符合瞄准限制的武器进行。架式及武技提供给攻击的额外伤害只能加在需要投攻击骰的攻击上,而不是所有的攻击性行动上。
剧透 -   :
For the purposes of maneuvers, stances, and other abilities in Path of War and related Dreamscarred Press products, an attack is a combat action that requires an attack roll. Unless otherwise noted, attacks made as part of maneuvers must be made with a weapon that can properly fulfill the maneuver’s targeting restrictions. Stances and maneuvers that grant bonus damage or effects on attacks only do so on attacks that require an attack roll; they do not do so on all offensive actions.
额外特别规则 Additional Special Rules
 有的武技会让武术家进行一般做不到的行动,或是以特别的方法处理基本战斗规则。
 特技移动:当武技要求进行一次特技检定来跳跃或用其他方式移动,武术家可以作为武技的一部分移动检定结果所表示的距离,不管他在这回合已经移动了多远。
 区域武器:要启动武技,武术家必须能够用他的武器选择适当的目标。因此影响区域而不是指定特定生物的武器无法用来施展大部分的武技。用溅射武技等指定主要目标但同时影响其他生物的武器启动武技时,武技的额外效果只对主要目标生效。例如,一个装备强酸瓶的武术家可以把投掷强酸瓶作攻击作为击技的一部分,击技正常运作,而主要目标旁的其他人受到强酸瓶的正常效果(不含击技效果)。
 重击:不论是以加值或是额外骰的形式,武技与架式的额外伤害永不随重击或其他类似效果翻倍。易伤依然正常运作,由于易伤不是武术家在翻倍造成的伤害,而是目标额外受到一半伤害。
 飞行武术家:若是武术家从武技或架式得到飞行速度,视为他的飞行技能等级等同于他的武术家等级,并且可以额外将武术调整值加入飞行检定中。
 致命与非致命伤害:除非特别注明,当武术家造成非致命伤害时,他从武技或架式得到的额外伤害也都是非致命伤害(包含能量伤害)。同理,造成致命伤害时全都是致命伤害。无法造成伤害的武器(例如套索)无法从武术能力获得额外伤害(包含属性伤害),但依然获得其他效果。
 武技与骑乘战斗:当武术家在骑乘冲锋时启动强化或击技,武技效果会复盖掉这个动作原本的伤害加值(例如奋力冲锋专长或是骑枪),武术家如同他并没有冲锋一般造成伤害(强化或击技正常生效)。若武术家在坐骑上启动了包含一次冲锋攻击的武技,他的坐骑必须放弃原有的行动,转而以整轮动作移动两倍速度的直线冲锋并承受正常的冲锋AC减值。应对与架式不受骑乘影响正常运作。
 重训:武术家可以重训已知武技或架式,重训需要每个新武技/架式的等级2天并需要一个可以施展该武技或架式的指导者。新武技/架式必须来是武术家的职业的可选流派,且等级不能大于重训掉的旧武技/架式。这种重训与武术家职业随着升级替换武技无关。那种替换表示了武术家的技术变得更加洗鍊,不需要指导者,不能替换架式,只在特定的等级发生一次。
 技能检定:不像其他威吓检定,作为武技一部分的威吓检定只有在武技有恐惧描述符或是会附加恐惧状态时才是恐惧效果。
 双武器战斗:有的武技允许武术家使用复数武器进行攻击。除非另外注明,武术家在启动这些武技时不受双武器减值(他并不是在整轮攻击中获得额外攻击次数),也不会获得一般状况下双武器战斗时可以获得的加值。特别注明使用双武器时会遭受减值的武技也不会得到这些加值。
剧透 -   :
Some maneuvers allow the initiator to perform actions that they may not be able to, or interact differently with the basic rules for combat.

Acrobatic Movement: Whenever a maneuver calls for an Acrobatics check to jump or otherwise move, the initiator can move the distance indicated by their roll as part of the action of the maneuver, regardless of how far they have moved this turn.

Area Weapons: In order to initiate a strike, the initiator must have the ability to choose the proper target with their weapon (as listed in the individual maneuver descriptions). Thus, weapons that affect an area rather than making attacks against specific creatures cannot be used with most martial strikes. Splash weapons and similar weapons that choose a primary target and also affect other creatures only apply the additional effects of the strike to the primary target; for example, if an initiator is wielding a flask of acid, they could throw it directly at a creature as part of a strike. The strike would function as normal, and creatures around the primary target would be affected by the splash weapon’s effect as normal (but not the strike’s effect).

Critical Hits: Regardless of whether or not it is expressed as a bonus or as dice, extra damage from maneuvers and stances is never multiplied by critical hits or other effects that multiply an attack’s damage (though vulnerability functions as normal, as it is not a multiplication effect and increases the damage taken, rather than the damage dealt).

Flying Initiators: If an initiator gains a fly speed from a stance or maneuver, he may treat his ranks in Fly as being equal to his initiator level, and may add his initiation modifier to his Fly check.

Lethal and Nonlethal Damage: Unless otherwise noted, when a character uses a weapon to deal nonlethal damage while initiating or benefiting from a maneuver or stance, any additional damage dealt by their maneuver or stance is nonlethal damage (including energy damage). Likewise, using a weapon to deal lethal damage will cause any additional damage to be lethal. A weapon that does not deal damage (such as a lasso) cannot deal the additional damage (including ability damage) granted by a maneuver or stance, though the attack still gains any other benefits or effects that would apply.

Maneuvers and Mounted Combat: When a character initiates a martial strike or boost during a mounted charge attack, the initiation of the maneuver overrides any damage bonuses that would be gained while performing this action (such as by the Spirited Charge feat or while wielding a lance), and the initiator deals damage as if they were not charging (the effects of the strike or boost are applied to the attack as normal). If a mounted character initiates a strike that includes a charge attack, their mount forgoes its normal actions this round and takes a full-round action to move up to twice its speed in a straight line, taking the normal penalty to its AC for charging. Martial counters and stances are unaffected by being mounted, and a character can gain their effects as normal.

Retraining: Initiators can retrain their known maneuvers and stances; this retraining takes 2 days per level of the new maneuver and requires a trainer who can initiate the desired maneuver or enter the desired stance. The new maneuver or stance must be part of the initiator’s available disciplines for the class, and must be of an equal or lower level to the maneuver or stance it replaces. Note that this is unrelated to the ability of initiators to swap maneuvers for higher-level ones at certain initiator levels; that swap represents the initiator’s evolving style of combat, does not require a trainer, cannot replace stances, and can happen only once at a given level.

Skill Checks: Unlike other Intimidate checks, Intimidate checks made as part of maneuvers are only fear effects if the maneuver has the fear descriptor, or would apply a fear condition.

Two-Weapon Fighting: Some maneuvers allow the initiator to attack with multiple weapons. Unless otherwise noted, the initiator does not take the normal penalties for fighting with two weapons (as they are not gaining additional attacks during a full attack), and does not gain any benefits they might have normally gained when fighting with two weapons. Any maneuver that specifically imposes penalties for fighting with two weapons does gain such benefits, however.
学习架式及武技 Learning Stances and Maneuvers
 武术家施展武技及架式。武技象征了卓越的武术力量/专注/洞察。武术家引导著潜意识能量或是气。透过完美施展一招武技,武术家可以达成惊人壮举。
 武术家虽没有"法术书",但他们也需要事前准备武技。不像准备施法者,武术家只需要短短一刻的操练/冥想/祈祷/etc.就可以准备一套新的武技。武术家不需要准备架式,他所有的已知架式随时都可以使用。
剧透 -   :
Martial disciples initiate martial stances and maneuvers. These maneuvers are manifestations of supreme martial prowess, focus, and clarity. They also tap into a subconscious universal energy or ki; by performing a maneuver to perfection, a martial disciple can achieve amazing feats of martial and athletic skill.

Martial disciples do not have “spellbooks,” but they do ready a selection of their maneuvers ahead of time. Unlike characters who prepare spells, martial disciples can quickly choose a new selection of readied maneuvers with a brief pause to exercise, meditate, pray, and so forth. Martial disciples do not have to ready their stances; all stances known are available at all times.
增加架式及武技 Adding Stances and Maneuvers
 武术家通常在升级时学会新的武技及架式。并不是所有人都可以学习所有门派。
 升级时获得:武术家在冒险之间的休息时间不断的冥想/操练,当武术家因为升级获得新的武技/架式时,你可以假设这个新知识是他在这段期间苦修而成的结果。
 独立开发:武术家可以尝试独立在现有的流派里开发新的武技及架式。GM决定角色有没有可能开发新招式。如果GM准许角色开发新武技的话,请参考下文。
 首先,武术家需要一个安全的场所来冥想/操练。这个大工程需要3*新武技等级的天数的工时,所以如果一个武术家在开发4级武技,研究会耗时12天。GM也需要裁定合理的原物料价格(预设为500gp/等级)。整个工程象征了高强度的冥想节食以及操练。
 武术家无法开发比他所能学习最高等级的武技还高级的武技。在工程结束时,武术家进行一个DC为20+武技等级*2的知识(武术)检定。如果成功了,武术家在下一次因为升级或专长获得新武技的时候学会该武技。如果失败,则新的招式还不够洗鍊,如果想重试武术家可以重新进行整个工程,但是可以沿用一部分的原物料(GM裁定)。
 GM在PC开发新武技时应该互相沟通怎么样的规格是可以接受的。
剧透 -   :
Martial disciples usually learn new stances and maneuvers when they attain a new level. Not every discipline is available to every character.

Stances and Maneuvers Gained at a New Level: Martial disciples train, meditate, and practice between adventures and while resting. When a martial disciple learns a new stance or maneuver because she gained a level, you can assume that this new knowledge represents the effects of practice and study over the course of days, weeks, or even months.

Independent Study: A martial disciple can attempt to devise a new stance or maneuver independently, adding to an existing discipline. The GM decides if it’s possible for a character to develop a new maneuver. If a GM permits the creation of a new maneuver, observe the following guidelines.

First, the martial disciple needs a safe place to meditate and practice. This effort requires a number of days equal to 3 x the maneuver’s level, so if the disciple is devising a 4th level maneuver, the research will require 12 days. The GM should also decide a fair cost for the disciple to pay (500gp/level is the default cost for this, but may vary at the GM’s discretion), representing the intense regiment of meditation, fasting or other dietary needs, and practice designed to focus the mind and spirit on the task at hand.

A martial disciple cannot create a new maneuver of a higher level than that disciple is capable of learning. At the end of the requisite time for study and practice, the martial disciple attempts a Knowledge (martial) check (DC 20 + (2 x the maneuver’s level). If the check succeeds, the character learns the maneuver the next time she has an opportunity to learn a new maneuver through level advancement or feat selection. If the check fails, the new maneuver is not yet perfected, and he must go through the study and practice time again if he wants to keep trying (although she retains the cost, if any, determined by the GM thus far).

A GM should work closely with the player before the attempt to develop a new maneuver begins and give them guidance on the parameters under which a new maneuver or discipline might be acceptable.
替换流派101 Discipline Exchanges and You
 当你加入武术门派 Martial Tradition时,你进入了武术训练的新世界。当你选择了奇技巧 Unorthodox Method背景时,你的角色比起一般的武术师有着更多变的战法。
 职业变体:当选择了会替换既有流派的变体时,你同时获得新流派的流派技能作为职业技能,除非另外注明,你不会失去旧流派的流派技能。另外,职业变体调整的职业能力是可以从复数选项中选择一项的能力,则跟其他以同样方式调整该能力的变体不冲突(例如猎师(残暴杀手)的额外猎师绝艺与猎师(武士)的武士道)。
 武术门派:当你加入一个武术门派时你可以把一个可选流派替换成门派流派,你获得新流派的流派技能但是不失去旧流派的流派技能。
 背景:背景可以改变你的可选流派并把新流派的流派技能加为职业技能,你不失去旧流派的流派技能。
剧透 -   :
When joining a martial tradition, you are opening yourself to a whole new world of martial training. When taking the Unorthodox Method trait, you also show that your character has a divergent method from the normal means that a martial character would go.

Archetypes: When selecting an archetype that trades an available discipline for another, you also gain the new discipline (or disciplines’) associated skills as class skills. Unless otherwise noted, you do not lose the traded disciplines’ associated skills, and an archetype that allows a character to choose from more options when gaining a new class feature (such as the brutal slayer stalker’s additional stalker arts or the bushi’s bushidos) is not incompatible with other archetypes that add similar options.

Martial Traditions: When you join a tradition and opt to trade an available discipline for the tradition’s, you also gain that discipline’s associated skill as a class skill. You do not lose the traded discipline’s associated skill.

Traits: Traits that would modify your available disciplines add any new disciplines’ associated skills as class skills, and do not cause you to lose any class skills.
« 上次编辑: 2019-10-04, 周五 19:06:55 由 Passer556 »
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #1 于: 2017-09-15, 周五 17:28:22 »
期待推,POW,灵能,spheres of power 好像都是国外很多人用的3pp资源。
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #2 于: 2017-09-15, 周五 17:40:29 »
加油 :em027

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #3 于: 2017-09-15, 周五 19:17:37 »
铁心还在吗 :em014
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #4 于: 2017-09-15, 周五 19:35:08 »
铁心还在吗 :em014

赤座里有不那么奇葩的铁心之力,整个赤座就是个(钢魂+铁心)/2的感觉。

引用
Sanguine Perfection

The supreme clarity of mind and focus of form allows a disciple of Scarlet Throne to simply overcome any obstacle placed before him, albeit for the short term. The disciple calls upon his supreme will and focus and may delay or stop a number of negative conditions placed upon him through the use of this maneuver for a number of rounds equal to the disciple’s initiation modifier. Conditions that are subjected to this maneuver are: blinded, confused, cowering, dazed, dazzled, deafened, disabled, dying (though he still suffers hit point damage each round), energy drained, exhausted, fascinated, fatigued, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious. If the condition has a duration that would expire before the use of this maneuver, then the effect is negated. If the effect would have continue to have effect after the duration of this maneuver expires, then the subject suffers the remaining duration of that effect as normal after the maneuver ends.
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #5 于: 2017-09-15, 周五 19:44:30 »
嗯,好汉加油
女王的杂技团
丞相就是个搞翻译的,懂个屁的跑团

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #6 于: 2017-09-15, 周五 22:41:53 »
抢下核心武术规则这个山头以后放眼望去是20个流派及30+个基础职业+变体+模板...我这是给自己挖了个什么坑啊?

跪求友军。另求译名建议及校对。

下集预告:基础职业的督军 Warlord吧
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #7 于: 2017-09-15, 周五 22:52:45 »
加油,要不是我坑多,就来帮你了
我月夜白雨只想安静地过图书馆长的生活。

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #8 于: 2017-09-16, 周六 16:31:38 »
Black Seraph流派看描述非常适合地狱骑士扮演,尤其是背景里又是秘密又是堕天使又是审问……

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #9 于: 2017-09-25, 周一 09:00:58 »
这个第三方好是好,就是强度吊打官方几条街,混用的话官方被鞭的连尸体都不剩

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #10 于: 2017-09-25, 周一 18:59:50 »
可怕,感觉会大大影响平衡

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #11 于: 2017-09-26, 周二 04:44:47 »
目前看来,trashing dragon,hourglass还有scarlet thron流派强的令人发指
对应原九剑的虎爪和钢魂,还进一步强化了

架势技开着就每轮多一个标动,哇
« 上次编辑: 2017-09-26, 周二 04:46:30 由 星 »

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #12 于: 2017-09-26, 周二 07:13:10 »
 :em001简单来说,“3R玩家都跑来翻译”级

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #13 于: 2017-09-26, 周二 09:38:43 »
讲道理pf强度高过3r

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #14 于: 2017-09-26, 周二 15:55:50 »
我感觉是PF的平均职业强度高于3r
但3r的大麻build多于pf(。
所求的,只是故事而已。
追寻故事,参与故事,写下故事。
读者的末路便是成为作家--所幸我发现跑团也可以。

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #15 于: 2017-09-26, 周二 21:01:07 »
所以这本书就是强度又高又大麻?

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Re: [Path of War] 系统及用法 Systems and Use
« 回帖 #16 于: 2017-09-27, 周三 02:08:04 »
反正我这边的情况是,3R全扩包含世设龙杂以及一堆乱七八糟房规资源的中低级团,感觉这套书里的资源还不错,悄悄拿走√
低扩平均资源3R可能不如PF,但既然是讨论武术相关,那3R这里至少是开到九剑的高扩了,这种情况下这边资源的强度评价依然在还可以到比较实用之间(暂时倒是没看到非常大麻的招,不过现在也还没翻多少嘛),差不多就是这样的强度级别了(远目