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[Path of War] 系統及運用 Systems and Use
« 于: 2017-09-15, 周五 16:44:17 »
系統及運用 Systems and Use
 在Path of War一書中介紹的武術戰鬥系統使用了許多新詞彙及規則,以下將詳述Path of War的武術系統如何運作。
劇透 -   :
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.
武術能力 Martial Abilities
 武術能力可以被歸類為兩大類別:架式 Stance及武技 Manuever(強化 Boost, 應對 Counter, 擊技 Strike)。武技是使用後會暫時耗竭的特異或超自然能力,架式永不耗竭且總是可以使用。
 架式及武技在一天當中可以被使用任意次。武技在使用後會暫時耗竭,你或許消耗了體內某些能量,或許發功以後姿勢錯位來不及調整回來,或許你需要重新集中。這代表你在稍微休息或是使用可以回復武技的戰鬥動作以前無法重複使用已耗竭的武技。什麼樣的動作可以回復武技取決於你的武術家類型,詳情請見你的職業的武技回復機制。因此,你通常在每場遭遇只能使用每個已準備武技一次,除非它們因故被回復了。架式永不耗竭且總是可以使用。
劇透 -   :
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.
準備武技 Readying Maneuvers
 架式不需要事前準備。你的每個已知架式總是可以使用。相對之下,武技必須以祈禱、冥想、演練及其他類似的方式準備。你必須從你的已知武技之中準備武技,只有準備好的武技可以隨時使用。
 你一次可以準備幾個武技是隨你的職業及等級而定。若你沒有武術家職業等級(例如透過武術訓練 Martial Training專長鍊習得武技),你可以準備的武技數量則見武術訓練專長鍊的內文。
 某些進階職業提供準備武技量,這些數量與你因為職業或專長取得的準備武技量疊加。
 若是你在提供準備武技量的職業上獲得等級以前就得到武術訓練專長,則把進階職業的準備武技量加到角色目前的準備武技量上。
 要準備武技需要一段時間來祈禱、冥想、演練etc.。準備的具體內容取決於你的武術家職業,但無論如何需要10分鐘。準備武技並不需要充分休息,但是準備時行動不能受限制(獵師 Stalker依然需要8小時的休息來回復氣池)。每個武技需要一套精準的動作、重複操練的肌肉記憶、高呼信條或禱言、或是為了單一目標洗鍊到極致的心靈,因此大多數武術家無法時時刻刻將他所有的已知武技常備心頭。只要在10分鐘間不受干擾,你可以替換已準備的武技。你不能像法師或牧師一樣在準備武技時留空位。每一個武技每次準備武技時至多被準備一次(意即,你在準備武技時不能重複準備任一強化、應對或擊技,每項武技只能被準備一次,例如,你只能各準備鐮掃擊 Scything Strike、赤風擊 Red Zephyr Strike和粉碎擊 Crushing Blow)。
劇透 -   :
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).
啟動架式及武技 Initiating Stances and Maneuvers
 首先,你必須能夠移動才能啟動架式或武技。與某些能力不同,除非在武技的描述中另外提到,發功時不能說話也沒有關係。你透過執行各個武技特定的動作啟動它。它可能需要直覺、迅捷、移動、標準甚至整輪動作來啟動。啟動一個武技可以類比成施展一個法術或發動一個靈能。只有已準備且未耗竭的武技能被啟動。
 啟動架式是一個迅捷動作。架式永遠生效且永不耗竭。啟動中架式的效果在使用另一個迅捷動作切換架式以前常駐。
劇透 -   :
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.
專注 Concentration
 不像法術或靈能,啟動架式或武技並不需要專注。即使你在啟動架式或武技的途中受傷或是受到敵性武技、法術或靈能影響你也不會失去它。
 但是來自敵人的干擾依然有可能導致武技不可能被啟動。例如,假若敵人透過準備動作在你的回合開始時將你卸武,你便無法使用需要你持握武器的武技。另外如果你被壓制或擒抱,在你可以自由活動以前你大部分的武技都無法發動。
 如果在你啟動某個武技後,在當回合內因故無法完成它,該武技依然視為耗竭。你依然視為已進行了它的啟動動作。
 除非描述中另外指出,否則啟動武技或架式不會引發機會攻擊。不過若武技提供移動、衝鋒或其他引起機會攻擊的行動,除非描述中另外指明,那些行動依然正常引發機會攻擊。
劇透 -   :
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.
武術家等級 Initiator Level
 某些架式或武技有依存於武術家等級的變數(像是持續時間)。
 若你是純職角色,你的武術家等級等於提供武技給你的職業的等級。若你沒有任何武術家職業等級,你的武術家等級等於1/2角色等級。
 當你在不提供武技的職業上提升等級時,你對Path of War的理解依然會成長。一個訓練有素的戰士擁有足以掌握武術的基本功。如果你是兼職武術家,在你因為武術家職業升級而獲得新武技時,將該武術家職業等級+1/2其他職業等級(種族生命骰在此視為其他職業等級)作為你的武術家等級。你在某個職業上的武術家等級不能超過你的角色等級。參見下表來判斷你可以習得的最高級武技。你依然必須滿足武技的其他先決條件。
 舉例來說,一個7獵師 Stalker/5督軍 Warlord在判斷作為獵師 Stalker時可以學習的最高級武技時武術家等級為9,因此可以學習5級武技。作為督軍 Warlord時武術家等級為8,可以學習4級武技。兩個職業的武技分開準備與施展。你不能透過兼職來重複學習或準備某個武技或架式。
 這個流程適用於不論是否武術家的所有職業(4巫師/1督軍 Warlord的武術家等級為3),武術進階職業在計算武術家等級時加入所有的等級,詳見武術進階職業的描述。
劇透 -   :
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.
選擇武技 Selecting Martial Maneuvers
 武技被整理成類似法術的等級。一般來說,高級武技強過低級武技。隨著等級提升,你可以學習更高級的武技。你的武術家職業等級決定了你所能學習的最高級武技。例如一個10督軍 Warlord可以選擇5級以下的武技。
表:最高級已知武技
武術家等級武技等級
1~21
3~42
5~63
7~84
9~105
11~126
13~147
15~168
17+9
劇透 -   :
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.
結算架式或武技 Resolving a Stance or Maneuver
  你啟動一個武技以後,結算它的效果。
 攻擊骰:許多武技包含了某種形式的攻擊。所有的攻擊性動作,即使不會直接造成傷害(如衝撞或絆摔),依然視為攻擊。所有允許對手過豁免否則造成傷害或以其他形式妨害對手的武技都視為攻擊。
 加值類型:某些武技或架式會在AC、能力值、攻擊骰、傷害骰、豁免骰及其他提供加值。每個加值都會有一個表示加值從何而來的類型。除了閃避加值以外同類不疊。
 若某架式或武技提供的加值沒有標註類型,該加值與其他影響同個數據的所有其他加值疊加。無名加值必疊。
 武技期間的動作:武技描述的啟動動作一欄標明了啟動該武技需要的動作。舉例來說,龍襲 Dragon Assault武技的啟動動作是一個整輪動作,因此你以一個整輪動作發動武技描述內的效果。這個例子的情況是一次附帶額外效果的整輪攻擊。
劇透 -   :
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.
回復耗竭武技 Recovering Expended Maneuvers
 在每場遭遇開始時,你所有的已準備武技都可以使用且未耗竭。當你啟動某個武技後,它變為耗竭,且在回復以前無法再次啟動。耗竭武技可以透過兩種方式回復:特殊動作或是結束遭遇。架式永不耗竭。
 特殊動作:大部分的武術家職業都有用於在戰鬥期間回復武技的特殊動作,具體是什麼動作詳見職業(或專長)。
 遭遇結束:武術家職業在遭遇結束時自動回復所有耗竭武技。即使只是戰鬥外的片刻小歇也足以回復前一場戰鬥中耗竭的所有武技。在冗長的持久戰或是武術家徹底在戰鬥外的場合,只要他在1分鐘內不發動攻擊、不啟動武技且不被敵人攻擊,他回復所有武技。若他無法保持一分鐘內不被攻擊,則他不能自動回復武技而必須使用特殊動作。
劇透 -   :
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: 邊欄
x/遭遇 能力 Per Encounter Abilities
一場遭遇定義為自第一次先攻開始(有的話從突擊輪開始)至最後一次先攻結束後且1分鐘內不重新進入戰鬥的期間,這代表武術家職業有充分的時間回復在一場遭遇內耗竭的武技及能力。
劇透 -   :
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.
武術能力與魔法 Martial Abilities and Magic
 大部分產生超自然效果的架式或武技與魔法和靈能別無二致。但是武技鮮少與法術及靈能互動。當武技被啟動時,除非特別註明,它的效果只在你的當前回合生效,導致敵人很難反制它。
 特異或超自然能力:武術架式及武技永不為法術或類法術能力。除非武技或架式的描述中另外標明,視其為特異能力。因此武術家的能力可以在AMF或死魔法區內正常運作。武技與架式也無法被解除魔法或反制法術,啟動它們也不會引發機會攻擊。
 若某個武技明顯為魔法或是透過超自然能量源驅動,會在描述中標明為超自然能力。這種情況下該武技遵守所有超自然能力的相關規則。
 偵測武技:多數武技的效果並不持久且一目了然,但是要具體判斷是哪一招哪一式需要知識(武術)技能。
 複數效果:武技及架式通常就如同描述一般運作,不論是不是有其他魔法效果在同一地區/目標上生效。當武技或架式對其他法術、靈能或武技有特別效果的話會在描述中標明。
 堆疊效果:大部分武術家職業同時只使用一個架式,不過某些高等級武術家可以同時使用兩個架式。在攻擊骰、傷害骰、豁免骰或其他數據上提供加值的武技或架式若加值類型相同的話不疊加,除非在描述中特別標明(像是閃避加值與環境加值總是疊加,但士氣加值不疊)。
劇透 -   :
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: 邊欄
新傷害類型 New Damage Types
 本書中介紹了兩種新傷害類型,神聖 Sacred與穢邪 Profane。
 神聖傷害來自注滿了對邪惡陣營生物而言是有害能量的純善之力的攻擊。神聖傷害對虛體生物造成完整傷害且在造成傷害時將武器視為善良陣營。由於這不是武器傷害類型所以無視DR。
 穢邪傷害來自注滿了對善良陣營生物而言是有害能量的純惡之力的攻擊。穢邪傷害對虛體生物造成完整傷害且在造成傷害時將武器視為邪惡陣營。由於這不是武器傷害類型所以無視DR。
劇透 -   :
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.
架勢與武技說明 Stance and Maneuver Description
 武術能力的說明將遵循下列的標準格式。
 名稱
 該能力一般而言為人所知的名稱。
 武術流派
 每個武術能力都源自下列其中之一的流派:黑天 Black Seraph、破刃 Broken Blade、咒鋒 Cursed Razor、融素 Elemental Flux、恆衛 Eternal Guardian、金獅 Golden Lion、鐵龜 Iron Tortoise、銀湧 Mithral Current、貫雷 Piercing Thunder、原怒 Primal Fury、裂時 Riven Hourglass、赤座 Scarlet Throne、碎鏡 Shattered Mirror、銀鶴 Silver Crane、眠仙 Sleeping Goddess、陽風 Solar Wind、鋼蛇 Steel Serpent、嵐雨 Tempest Gale、蟠龍 Thrashing Dragon、朦月 Veiled Moon
 同一個流派的武技通常都有類似的效果、運作方式與哲學。武術招式的具體細節請見兵武之藝 The Art of the Blade章節。
 (類別)
 大部分的武術能力可以被分進以下四個類別:強化、應對、擊技及架式。少數特例不在此限。以下的武技類別會提到迅捷與直覺動作,若不熟悉請參照後述的啟動動作。
劇透 -   :
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.

強化 Boost
 這個類別包含了一個武人集中精神、吐息練氣或其他能量源,並透過近戰(或其他)攻擊發功。一個角色在喊了相關神祈或信條的口號以後打出驚天一擊正是使用了強化武技。
 強化是種提供加值的武技,一般而言加在攻擊骰或傷害骰上,持續到你的回合結束為止。一個增強總是需要迅捷動作,讓你可以在標準動作或整輪攻擊以前啟動。有些強化會在你的攻擊上附加力竭或震懾等效果,其他強化會在被擊中的敵人身上附加額外的效果。若某強化影響你的攻擊,除非另外註明否則該強化影響你該回合內所發動的所有攻擊,直到你的回合結束強化失效為止。強化的效果依存於持續時間而不是持用的武器。若你在回合期間切換了武器,強化依舊生效。
 強化並不一定影響攻擊,它可能提供技能檢定的加值、提高角色的移動速度或吸引敵人的注意力。
劇透 -   :
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.

應對 Counter
 應對是種快速且(通常為)防禦性的武技,用來阻止或回應對手的行動。一個恰恰閃到食人魔棒槌打不到的地方的武人正是使用了應對武技。
 鐵龜 Iron Tortoise做為以盾為兵攻防一體的流派傳授了許多應對武技。應對是可以在敵人回合進行的直覺動作,通常來說你的敵人必須做出描述內相應的動作(像是攻擊)你才可以使用應對。
 如果某個應對需要與攻擊骰對抗,則該應對是在攻擊骰完結果揭曉但是投傷害骰以前啟動。若某個應對替換了豁免骰或其他投骰,則在擲骰前發動效果且不溯及既往。其他應對可能(沒)有其他觸發條件,詳見各個應對的描述。
劇透 -   :
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: 邊欄
重擊與應對 Critical Hit vs. Counter
玩家或DM在攻擊時骰出了天20以後決定啟動應對武技的尷尬狀況遲早會發生,但放心吧一切都在作者的意料之中。
應對武技可以用來回應重擊威脅骰不是天20的重擊。
劇透 -   :
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.

擊技 Strike
 擊技是進行特殊攻擊的武技。一劍屠龍的武人即是使用了擊技武技。擊技在一般攻擊上提供了額外傷害或是致盲一類的效果。
 幾乎所有擊技都需要標準動作或整輪動作來啟動。大部分包含了作為武技一部分的近戰或遠程攻擊。如果攻擊命中了,目標受到正常的武器傷害,並額外受到擊技效果。當使用擊技攻擊時,你正常地使用你的BAB,所有攻擊及傷害調整值,武器傷害骰及其他。你可以用擊技造成重擊,但是擊技的額外傷害不會隨之翻倍。這些額外傷害在處理時視為來自其他特殊能力的傷害(例如偷襲傷害或熾焰附魔的火焰傷害)。
 由於擊技需要用某些特定的方式攻擊,當你啟動擊技時你無法從法術或其他效果得到額外的攻擊次數(例如加速術或追擊附魔)。除非特別註明,你在使用一個啟動動作為整輪動作的擊技時並不是在進行整輪攻擊。除非特別註明,你也不能把特殊攻擊(像是卸武與破武)融入擊技裡。
劇透 -   :
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
 架式是種你在回合與回合間持續維持的戰鬥方法。只要維持著,你就能獲得架式的效果。一個伸展一波後維持著某種固定姿勢的武人正在使用架式。
 啟動架式需要一個迅捷動作。啟動架式以後你立刻獲得所有效果。只要你維持著一個正常架式你就一直獲得其效果。某些架式在特定的情況下有特殊效果。一個架式可能在你移動、不動或攻擊措手不及的敵人時提供額外效果。你不能啟動一個你已經維持著的架式。
 你可以以一個迅捷動作來結束一個架式並啟動另一個,或是單純結束你目前的架式。你持續獲得架式的效果直到你啟動新的架式或是結束目前的架式。假設在你的回合開始時你的架式提供給你攻擊加值,你可以在用了這些加值攻擊以後以一個迅捷動作切換進一個給你AC加值的架式。
 你的架式在你因為任何原因陷入無助 Helpless時結束。若你之後恢復正常了,你必須重新以迅捷動作進入架式。架式在判斷高級武技/進階職業/專長的先決條件時視為武技。
劇透 -   :
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]
 有的武技會有描述符來更進一步定義它。這個描述與流派及類別同一行。
 可能會應用到武技上的描述符有:強酸[acid]、寒冷[cold]、詛咒[curse]、電擊[electricity]、邪惡[evil]、恐懼[fear]、火[fire]、力場[force]、善良[good]、影響心靈[mind-affecting]、傳送[teleportation]、音波[sonic]。大部分描述符自身並沒有遊戲效果,但是它們決定武技如何與其他的武技、法術、靈能及能力等等相互作用。
劇透 -   :
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.
等級
 這個條目用來標示作為該武技習得條件的等級。角色的等級至少需要達到相應的等級才能學習特定的武技(見上表)。
 若你不是武術家職業,你可以透過武術訓練專長學習任意武技。若你是,則可以透過研修 Advanced Study專長來學習更多武技。你依然需要滿足武技的先決條件。
劇透 -   :
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.
先決條件
 除了職業及等級需求以外,你還需要達成特定的條件才能選擇特定武技。在判斷學習新武技的先決條件時架式視為武技。
 一個武技可以視為自己的先決條件。例如,一個先決條件為"1個金獅武技的"金獅武技即使在除了它以外的金獅武技全都被替換掉時依然能用。
劇透 -   :
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
 某些偏強力的武技需要你在同一個門派上學會一或複數個武技才能選擇。
劇透 -   :
Some of the more powerful maneuvers require you to learn one or more other maneuvers in the same discipline before they can be selected.
啟動動作
 這個條目標明了啟動該武技需要何種動作。
劇透 -   :
This entry describes the type of action you must spend to active a martial maneuver.
距離
 武技說明的距離部分詳細說明了法術能夠施放的距離,以下是一些標準距離:
 個人:該武技只能影響你自己(但可能給予你回合內能夠影響他人的能力)。
 接觸:你必須接觸到目標或物品。能造成傷害的接觸類武技能夠像武器一樣造成重擊,但是不把武技的額外傷害翻倍。
 近距:武技可施展到離你25尺遠的地方,每提升2個武術家等級,可以再增加5尺距離。
 近戰攻擊:武技影響你每個成功近戰攻擊的目標。
 遠程攻擊:武技影響你每個成功遠程攻擊的目標。
 鄰接:武技影響距離你1格內的生物。有的武技影響在回合開始或結束時與你鄰接的生物,有的武技影響回合內因為移動而鄰接的目標。詳見特定武技的描述。
 以若干尺為距離:有些武技不屬於任何標準距離,僅用英尺表示施展距離。
劇透 -   :
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.
目標
 啟動武技時武術家必須選擇他的武技所影響的對象或發生源。這個條目會適當地列出武技能影響的目標(們)、其效果或其區域。
 目標(們):大多數的武技都是針對你所指定為目標(們)的特定生物或物品(們)生效。你必須能夠看到或觸碰到目標,且特別指示出具體哪(些)個是你的目標。
 有的武技只能對自願目標生效。你總是可以指定自己為自願目標。失去意識的生物視為自願,但是無法移動(immobilized)或無助但保有意識的目標不自動視為自願。
 有的武技的目標是自己(但可能給予你回合內能夠影響他人的能力),當使用這些武技時你不進行豁免骰,只要你符合使用該武技的其他條件自動獲得武技的效果。
 有的武技影響你成功近戰/遠程(接觸)攻擊的生物(們)。
 區域:某些武技影響一個區域。你可以指定武技效果的發生源,但不能具體指定那些生物或物品受到武技影響。
 爆發:爆發影響區域內的所有事物,包含你看不見的生物。它不能影響對發生源有全掩蔽的生物,爆發的預設形狀為球狀。
 瀰漫:瀰漫如爆發一般運作,不過會在持續時間內不斷地由發生源(通常是你)輻射出去。
 擴散:擴散如爆發一般運作,但是可以通過轉角。你指定發生源,然後效果由發生源擴散指定距離。
 效果:某些武技不是影響既存事物而是創造新的東西。你可以透過視線或是定義的方式決定這些東西在哪裡出現。距離決定了這些東西可以在離你多遠的地方出現。
 效果線:影響除了你以外的目標的武技需要效果線。效果線是決定了效果生效範圍的未被阻擋的直線。固態屏障可以阻擋效果線,但是霧氣、黑暗或其他影響視線的效果不會阻擋效果線。
 你跟武技目標之間必須有效果線才能啟動武技。爆發或瀰漫只影響與發生源有效果線的區域、生物或物品。一堵有著至少一呎見方的洞的固態屏障不阻擋武技的效果線。
劇透 -   :
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.
持續時間
 一個武技的持續時間告訴你武技的效果持續多久(duh)。
 回合結束:武技的效果持續到你的回合結束,然後失效。
 立即:武技的效果在啟動的瞬間完成。
 一輪:有的武技的持續時間為一輪。你在你的回合獲得武技的效果,一直到你的下個回合開始前武技才失效。
 架式:這個持續時間表示本能力是個架式,只有在你想要、陷入無助或是描述中特別指出的狀況下失效。
 一段時間:某些武技持續特定輪或分鐘,時間到失效。
 沒有持續時間:沒有持續時間的武技僅在你啟動它的期間生效。有些武技的"持續"時間比一回合還短,這些通常就是在普通攻擊上造成額外傷害的武技。例如,一個啟動動作為一個標準動作的擊技可以視為它的持續時間為"一個標準動作",這個武技的效果與進行攻擊的動作綁定在一起。像這種狀況就不會列出持續時間。
劇透 -   :
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
 有時有特殊效果或超自然強化的武技允許目標進行豁免骰來迴避其(部分)效果。這個條目指明了允許進行什麼豁免。當武技是用該流派的偏好武器施展時DC獲得+2表現加值。
 無效:通過則武技不產生其他效果。
 部分:武技會產生某種效果(例如死亡),通過豁免則產生不那麼慘的效果(受到傷害而不是直接死亡)。
 減半:武技會造成傷害,通過豁免則傷害減半(下向取整)。
 :若武技不允許擲豁免骰則在效果表中不會列出豁免。
 豁免DC:公式為10+武技等級+武術調整值。
劇透 -   :
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.
法術抗力
 由於不是特異就是超自然能力,武技不給法抗。
劇透 -   :
Unlike spell descriptions or power descriptions, martial maneuvers never allow spell resistance or power resistance. Since maneuvers are extraordinary or supernatural abilities.
描述
 在此詳細描述武技的運作方式/原理,若前面某條提到"見內文"或"見描述",在這裡會有解釋。
劇透 -   :
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: 邊欄
暴擊、衝鋒與武技 Vital Strikes, Charging, and Maneuvers
 總是會有哪路濫強想問暴擊專長鍊能不能跟武技或衝鋒混著用。簡單來說:不能。暴擊需要用一個標準動作來發動...就像攻擊武技一樣,兩個標動互相衝突不疊加。如果某個角色因故在某回合有2個標準動作,他可以分開使用暴擊跟武技,但是不能將兩者的效果結合。衝鋒也是類似的道理。當你使用整輪動作衝鋒攻擊時,你就沒有其他動作來啟動武技了(除非你持有武術衝鋒專長)。注意,你依然可以在衝鋒/暴擊上獲得強化武技或架式的效果,只是不能打出衝鋒高等暴擊緋天劍之類的鬼東西。
劇透 -   :
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.
何謂攻擊 Attacks and Path of War
 在處理武技、架式、其他PoW能力及相關的Dreamscarred Press產品時,攻擊是指需要攻擊骰的戰鬥行動。除非特別註明,作為武技一部分的攻擊必須要以能夠符合瞄準限制的武器進行。架式及武技提供給攻擊的額外傷害只能加在需要投攻擊骰的攻擊上,而不是所有的攻擊性行動上。
劇透 -   :
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.
額外特別規則 Additional Special Rules
 有的武技會讓武術家進行一般做不到的行動,或是以特別的方法處理基本戰鬥規則。
 特技移動:當武技要求進行一次特技檢定來跳躍或用其他方式移動,武術家可以作為武技的一部分移動檢定結果所表示的距離,不管他在這回合已經移動了多遠。
 區域武器:要啟動武技,武術家必須能夠用他的武器選擇適當的目標。因此影響區域而不是指定特定生物的武器無法用來施展大部分的武技。用濺射武技等指定主要目標但同時影響其他生物的武器啟動武技時,武技的額外效果只對主要目標生效。例如,一個裝備強酸瓶的武術家可以把投擲強酸瓶作攻擊作為擊技的一部分,擊技正常運作,而主要目標旁的其他人受到強酸瓶的正常效果(不含擊技效果)。
 重擊:不論是以加值或是額外骰的形式,武技與架式的額外傷害永不隨重擊或其他類似效果翻倍。易傷依然正常運作,由於易傷不是武術家在翻倍造成的傷害,而是目標額外受到一半傷害。
 飛行武術家:若是武術家從武技或架式得到飛行速度,視為他的飛行技能等級等同於他的武術家等級,並且可以額外將武術調整值加入飛行檢定中。
 致命與非致命傷害:除非特別註明,當武術家造成非致命傷害時,他從武技或架式得到的額外傷害也都是非致命傷害(包含能量傷害)。同理,造成致命傷害時全都是致命傷害。無法造成傷害的武器(例如套索)無法從武術能力獲得額外傷害(包含屬性傷害),但依然獲得其他效果。
 武技與騎乘戰鬥:當武術家在騎乘衝鋒時啟動強化或擊技,武技效果會覆蓋掉這個動作原本的傷害加值(例如奮力衝鋒專長或是騎槍),武術家如同他並沒有衝鋒一般造成傷害(強化或擊技正常生效)。若武術家在坐騎上啟動了包含一次衝鋒攻擊的武技,他的坐騎必須放棄原有的行動,轉而以整輪動作移動兩倍速度的直線衝鋒並承受正常的衝鋒AC減值。應對與架式不受騎乘影響正常運作。
 重訓:武術家可以重訓已知武技或架式,重訓需要每個新武技/架式的等級2天並需要一個可以施展該武技或架式的指導者。新武技/架式必須來是武術家的職業的可選流派,且等級不能大於重訓掉的舊武技/架式。這種重訓與武術家職業隨著升級替換武技無關。那種替換表示了武術家的技術變得更加洗鍊,不需要指導者,不能替換架式,只在特定的等級發生一次。
 技能檢定:不像其他威嚇檢定,作為武技一部分的威嚇檢定只有在武技有恐懼描述符或是會附加恐懼狀態時才是恐懼效果。
 雙武器戰鬥:有的武技允許武術家使用複數武器進行攻擊。除非另外註明,武術家在啟動這些武技時不受雙武器減值(他並不是在整輪攻擊中獲得額外攻擊次數),也不會獲得一般狀況下雙武器戰鬥時可以獲得的加值。特別註明使用雙武器時會遭受減值的武技也不會得到這些加值。
劇透 -   :
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.
學習架式及武技 Learning Stances and Maneuvers
 武術家施展武技及架式。武技象徵了卓越的武術力量/專注/洞察。武術家引導著潛意識能量或是氣。透過完美施展一招武技,武術家可以達成驚人壯舉。
 武術家雖沒有"法術書",但他們也需要事前準備武技。不像準備施法者,武術家只需要短短一刻的操練/冥想/祈禱/etc.就可以準備一套新的武技。武術家不需要準備架式,他所有的已知架式隨時都可以使用。
劇透 -   :
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
 武術家通常在升級時學會新的武技及架式。並不是所有人都可以學習所有門派。
 升級時獲得:武術家在冒險之間的休息時間不斷的冥想/操練,當武術家因為升級獲得新的武技/架式時,你可以假設這個新知識是他在這段期間苦修而成的結果。
 獨立開發:武術家可以嘗試獨立在現有的流派裡開發新的武技及架式。GM決定角色有沒有可能開發新招式。如果GM准許角色開發新武技的話,請參考下文。
 首先,武術家需要一個安全的場所來冥想/操練。這個大工程需要3*新武技等級的天數的工時,所以如果一個武術家在開發4級武技,研究會耗時12天。GM也需要裁定合理的原物料價格(預設為500gp/等級)。整個工程象徵了高強度的冥想節食以及操練。
 武術家無法開發比他所能學習最高等級的武技還高級的武技。在工程結束時,武術家進行一個DC為20+武技等級*2的知識(武術)檢定。如果成功了,武術家在下一次因為升級或專長獲得新武技的時候學會該武技。如果失敗,則新的招式還不夠洗鍊,如果想重試武術家可以重新進行整個工程,但是可以沿用一部分的原物料(GM裁定)。
 GM在PC開發新武技時應該互相溝通怎麼樣的規格是可以接受的。
劇透 -   :
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.
替換流派101 Discipline Exchanges and You
 當你加入武術門派 Martial Tradition時,你進入了武術訓練的新世界。當你選擇了奇技巧 Unorthodox Method背景時,你的角色比起一般的武術師有著更多變的戰法。
 職業變體:當選擇了會替換既有流派的變體時,你同時獲得新流派的流派技能作為職業技能,除非另外註明,你不會失去舊流派的流派技能。另外,職業變體調整的職業能力是可以從複數選項中選擇一項的能力,則跟其他以同樣方式調整該能力的變體不衝突(例如獵師(殘暴殺手)的額外獵師絕藝與獵師(武士)的武士道)。
 武術門派:當你加入一個武術門派時你可以把一個可選流派替換成門派流派,你獲得新流派的流派技能但是不失去舊流派的流派技能。
 背景:背景可以改變你的可選流派並把新流派的流派技能加為職業技能,你不失去舊流派的流派技能。
劇透 -   :
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.

离线 白貓

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Re: [Path of War] 系統及用法 Systems and Use
« 回帖 #1 于: 2017-09-15, 周五 17:28:22 »
期待推,POW,靈能,spheres of power 好像都是國外很多人用的3pp資源。
雅各之塔(Jacob's Tower) 個人翻譯的Pathfinder RPG非官方長篇系列冒險模組,一系列13個模組共17萬字,每個模組皆可獨立抽出使用。(已出版,商品頁面) 全彩地圖素材包
[PF]魔戰士變體大全
Pathfinder v1.9Pathfinder RPG的規則資源合集電子書,絕讚好評廢貓中。

离线 笨哈

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

离线 girigiripony

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Re: [Path of War] 系統及用法 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。


离线 Passer556

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

赤座裡有不那麼奇葩的鐵心之力,整個赤座就是個(鋼魂+鐵心)/2的感覺。

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] 系統及用法 Systems and Use
« 回帖 #6 于: 2017-09-15, 周五 22:41:53 »
搶下核心武術規則這個山頭以後放眼望去是20個流派及30+個基礎職業+變體+模板...我這是給自己挖了個什麼坑啊?

跪求友軍。另求譯名建議及校對。

下集預告:基礎職業的督軍 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] 系統及用法 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] 系統及用法 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……

* 面具男 举卡利班之戟

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Re: [Path of War] 系統及用法 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] 系統及用法 Systems and Use
« 回帖 #10 于: 2017-09-25, 周一 18:59:50 »
可怕,感覺會大大影響平衡

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Re: [Path of War] 系統及用法 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] 系統及用法 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] 系統及用法 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] 系統及用法 Systems and Use
« 回帖 #14 于: 2017-09-26, 周二 15:55:50 »
我感覺是PF的平均職業強度高於3r
但3r的大麻build多於pf(。
所求的,只是故事而已。
追尋故事,參與故事,寫下故事。
讀者的末路便是成為作家--所幸我發現跑團也可以。