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[BestiaryII]制裁者(Inevitable)
« 于: 2012-12-21, 周五 03:02:17 »
Inevitable
制裁者


  半生物半机械的制裁者是居住外层位面的奇匠族(Axiomites)发明和制造的,它们接受奇匠族的命令,在多元宇宙中搜索和摧毁一切威胁秩序力量的混乱存在。

  早在秩序和混乱的第一次交锋之前,外层位面大半还是由混沌的原初物质填充的。此时,奇匠族锻造了第一批制裁者作为向混乱力量进攻的无畏军团——这些英勇而强大的士兵坚定的与疯狂的幻蛇一族(它们试图将自己接触到的一切物质归于混沌)交战。正是因为制裁者的努力,当秩序与混乱之战渐渐平息,外层位面的存在得到了稳固,混乱的幻蛇再也无法从它们的巢穴用熵能侵蚀奇匠族固守的秩序宇宙。虽然在此之后,幻蛇以其极强的变化和适应努力慢慢学习到了对抗制裁者的方法,但这些强大军团的力量仍然享誉外层位面。

  时至今日,制裁者们——几乎是每一种已知的制裁者都在物质世界现身并开始以另一种方式执行他们的原初任务:追踪一切胆敢藐视秩序力量的生物,降服——或者更多的时候,终结这些可能威胁多元宇宙秩序的存在。和混乱不羁的幻蛇相比,最近诞生的制裁者了解到它们正在进行的一场你死我活的秘密战争,若是物质世界屈服于混沌的势力,它们主人的秩序宇宙就将面临毁灭的危险。

  没有性别,永不腐蚀,更不会被权力诱惑也无意追求个体力量,近乎完美的制裁者是为秩序世界服务的强大先锋部队。除了会定期回到他们的诞生位面向自己的创造者述职以外,制裁者没有自己的社会结构,而且因为每一个制裁者都是为它特定的任务所量身打造的,大多数制裁者都倾向于孤身行动。制裁者的任务千差万别,从监督和保证一份重要的契约(或者法令)得到执行,到给以非正常手段延寿的凡人带去应得的终结。根据自己要纠正的错误大小,以及越界者的态度,制裁者解决问题的办法也从施放一个指使术或者正义徽记来确保动了歪心的人回到守序的轨道上,到给过于嚣张的挑衅者以公平的制裁不等。虽然它们的行动绝对的公平正直,但是并非总是正义——征服死亡的善良牧师和推翻暴政的自由斗士在制裁者看来罪过和刨坟掘墓的死灵师和恶魔崇拜者没什么区别,而因为它们强大的力量,很少有人敢阻止制裁者执行它们的审判。如果一个在凡间的制裁者已经完成了自己的任务,那么他多半会在自己身处的世界多逗留一会,逮捕和惩罚那些秩序的破坏者,英勇的意志和适当的行为有时会打动制裁者,不过对于大部分人来说,遇见这些死脑筋的强力机器人还是少惹为妙——因为制裁者的道德观和凡人总是大相径庭,通常制裁者会保护无辜的生命不受伤害,但是如果它们认为合适,制裁者也不会介意牺牲一些“盟友”和无辜者以作为击败强大的恶人的代价。

  绝大多数制裁者都在一定程度上具有和类人生物相似的形体,不过与此同时,它们身体的大部分结构是依据古老的传统方式,以机关构造体的形式塑成的。制裁者的躯体通常以岩石、精金甚至是更加稀有的材料打造,在它们出厂时,奇匠族的程序员就将复杂的程序编入它们的头脑,赋予制裁者以思想和任务目标。虽然制裁者知道居住在秩序位面以外的生物都多多少少有一定的混乱趋向,但是它们也能理解对于这些矛盾的生物来说秩序和混乱的力量事实上是一体两面的存在,因此,除非受到了最严重的冒犯,否则制裁者不会太在意它身处的社会趋向于守序还是混乱。以下是一些常见的制裁者类型:

仲裁者:仲裁者是制裁者军团的侦察兵和外交官,它们经常会和施法者立契,以尝试通过这些掌握力量的的凡人散布秩序的影响。

协约者:协约者是制裁者中的隐秘战士,它们秘密行动,打击背誓者和撕毁契约的行为。

巡守者:强大的巡守者在位面间巡逻,毁灭一切试图突破位面的间隔和在不同位面间建立永久联系的行为。

猎杀者:由钢铁、岩石和雷霆风暴铸成的猎杀者为任何试图欺骗死亡、企图获得永生的凡人带来它们应得的终结。

追踪者:如同带有双翼的半人马,追踪者猎捕那些从法律的制裁下逃脱惩罚的罪犯,把他们抓回去面对合适他们的审判。

原初制裁者Primal Inevitables

 通常来说,人们把巡守者看做是制裁者中最有力的一种,但是在秩序世界依然有一些比巡守者功能更强,威力更大的制裁者存在——它们被统称为原初制裁者。这些巨兵是奇匠族所锻造的第一批用来对抗幻蛇威胁的武器之一,虽然今天创造它们的方法已经被奇匠族所遗失了,不过一些仍然处于激活的原初制裁者已经成为了传说般的存在。一般来说,见过这些恐怖兵器的人已经没有还活着的了,不过,据说只要幻蛇族的力量强到足以入侵秩序位面的那天到来时,所有的原初制裁者就会醒来加入对抗混乱的最终之战。


Inevitable, Arbiter
仲裁者

这个由青铜和黄铜构成的球体正中长着一只独眼,另外它还有一对翅膀和一对钳子一样握着一支短剑的手臂。


仲裁者,挑战等级2
XP 600
守序中立超小型异界生物(跨位面,制裁者,守序子类别)
先攻+3;感知:黑暗视觉60尺,侦测混乱,低光视觉;察觉+5

防御能力

防御等级16,接触15,措手不及13(+3敏捷,+1天生,+2体型)
生命值15(2d10+4);再生2(混乱)
坚韧+5,反射+3,意志+3
特殊防御:恒久警戒,构装身躯(constructed);法术抗力13

攻击能力

速度20尺,飞行50尺(机动性一般)
近战:短剑+7(1d3/19-20)
占据2又1/2尺;触及0尺
特殊攻击:电爆

类法术能力(施法者等级2,专注+4):

永久——侦测混乱
3/天——命令术(豁免DC13),完全修复术,防护混乱
1/周——通神术(施法者等级12,6个问题)

数据

力量11,敏捷16,体质14,智力11,感知11,魅力14
基础攻击+2;CMB+3;CMD13
专长:飞越攻击,武器娴熟
技能:交涉+7,飞行+12,知识(位面)+5,察觉+5,察言观色+5,潜行+16
语言:真实之语
特殊:定位制裁者

特殊能力:

恒久警戒(Su):仲裁者在对抗由混乱阵营的生物施放或者带有混乱描述的幻术效果时获得+4加值。
电爆(Ex):仲裁者可以从身体内部爆发出一阵强烈的电流冲击,对10尺半径内的所以生物造成3d6点闪电伤害(通过DC13的反射检定减半),在使用此能力后,仲裁者会立刻昏迷24小时。这个能力的豁免DC基于体质。
定位制裁者(Su):仲裁者可以永久性的感知到任何与它处于同一位面的最接近的非仲裁者之制裁者的位置。这个能力通常被用来和仲裁者的上级汇报工作,但是它无法知晓两者之间的确切距离

生态

环境:任何
组织:单独,成对,或一队(3-14个)
财宝:无

隐秘,机警,但不可避免的有些话唠,仲裁者是制裁者集体中的斥候和信使。在诸位面的战场和厅堂上它们无处不在,用自己的眼睛注视着混乱的行为,用自己的手维持着秩序的存在,同时也顺便将那些被它们帮助过的人拉进守序的道路。虽然它们掌握着很多实用的能力,但是仲裁者更倾向于在凡人的社会里扮演一个顾问和议员的角色,或者作为魔宠在自己的主人身边为他/她指引秩序之道。它们厌恶混乱阵营的召唤者,但是作为守序的生物,它不会试图用自己的能力在主人和其他队友之间挑拨离间,也不会拒绝服从命令。

只要发现混乱力量抬头的蛛丝马迹,仲裁者就会尽一切努力帮助自己的盟友遏制一切危险的不稳定因素出现。但是如果混乱的力量超过了它所能独自解决的范围,在汇报请求更强大的制裁者赶来解决麻烦之前仲裁者不会进行太多无谓的尝试,或者它也会传送回大本营完美境(Utopia)去申请上级援助。

仲裁者的通常形象是一个背着闪闪发光机器翅膀的金属球。它们不怎么好战,除非对手是真正的混乱生物。在战斗中,仲裁者会先给队友加上“防护混乱”,然后用命令术迫使敌人扔掉武器或者逃跑。在紧急情况下,仲裁者也会使用它最为致命的能力——释放自己的驱动能量所形成的冲击波,不过只有在战况极其不利或者受到秩序的最高召唤时它们才会动用这力量,仲裁者非常惧怕使用这一能力带来的暂时性停机。

  守序中立阵营的施法者可以将仲裁者召唤来作为魔宠。为了召唤仲裁者,这个施法者必须有至少7个施法者等级和精通魔宠专长。仲裁者的直径仅有1英尺,但是重量惊人——60磅,它们体内的超自然力量帮助自己的一对翅膀维持飞行。


剧透 -   :
Inevitable, Arbiter

A sphere of bronze and copper set with a single eye, this winged creature has two clawed hands, one of which clutches a knife.

Arbiter CR 2

XP 600

LN Tiny outsider (extraplanar, inevitable, lawful)

Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

Defense

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 15 (2d10+4); regeneration 2 (chaotic)

Fort +5, Ref +3, Will +3

Defensive Abilities constant vigilance, constructed; SR 13

Offense

Speed 20 ft., fly 50 ft. (average)

Melee short sword +7 (1d3/19–20)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks electrical burst

Spell-Like Abilities (CL 2nd; concentration +4)

Constant—detect chaos

3/day—command (DC 13), make whole, protection from chaos

1/week—commune (CL 12th, 6 questions)

Statistics

Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14

Base Atk +2; CMB +3; CMD 13

Feats Flyby Attack, Weapon FinesseB

Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16

Languages truespeech

SQ locate inevitable

Ecology

Environment any

Organization solitary, pair, or flock (3–14)

Treasure none

Special Abilities

Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.

Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.

Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.

Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved. Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners' shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a creature, they aren't above using Diplomacy to try to influence the summoner's friends or refusing to undertake actions that seem contrary to their programming.

An arbiter who comes across evidence of a significant insurgence of chaos upon a given plane does everything in its power to rally its allies against the dangerous instability, and in situations that are clearly beyond its ability to handle, it may refuse to continue onward until the group agrees to help it reach the nearest greater inevitable and make a full report, or else may travel to Utopia itself and present its urgent information in person.

Arbiters typically bear the shapes of tiny clockwork spheres with shiny metal wings. Generally peaceful unless combating true creatures of chaos, arbiters prefer to cast protection from chaos on their allies and use command to make opponents drop their weapons and run. Their most powerful weapon, the ability to release their internal energy as a deadly burst, is reserved for dire need and battles of the utmost service to law, as the resulting period of darkness while they're powered down is the only thing that seems to truly scare the tiny automatons.

An arbiter inevitable can serve a spellcaster as a familiar. Such a spellcaster must be lawful neutral, must be at least caster level 7th, and must have the Improved Familiar feat. Arbiter inevitables measure 1 foot in diameter but are surprisingly heavy, weighing 60 pounds. Their ability to fly on metal wings is as much a supernatural ability as a physical one.
« 上次编辑: 2013-05-18, 周六 23:31:37 由 傻豆 »

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #1 于: 2012-12-21, 周五 09:52:48 »
343罪恶火花发来贺电 :em006

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #2 于: 2012-12-25, 周二 01:07:02 »
Inevitable, Kolyarut
协约者

这具包裹在长斗篷里的金属人型生物看起来半是雕像,半是机械。


协约者,挑战等级12
XP 19,200
守序中立中型异界生物(跨位面,制裁者,守序亚种)
先攻+8;感知:黑暗视觉60尺,低光视觉;感知+22

防御能力

防御等级26,接触14,措手不及22(+4敏捷,+12天生)
生命值158(12d10+92);再生5(混乱)
坚韧+14,反射+10,意志+11
特殊防御:构装躯体;DR10/混乱;法术抗力23

攻击能力

速度30尺.
近战:+2阔剑+20/+15/+10(1d10+8/19-20),挥击+13(2d6+3)或者2挥击+18(2d6+6)

类法术能力(施法者等级12,专注+15)

随意施放——侦测谎言(豁免DC17),变颜术,弱能术,恐惧术(豁免DC17)人类定身术(DC16),隐形术(仅限自身),定位生物,暗示术(豁免DC16),吸血鬼之触
3次/天——怪物定身术(豁免DC18),正义标记(mark of justice),瞬发暗示术(豁免DC16)
1次/周——指使术

数据

力量22,敏捷19,体质23,智力10,感知17,魅力16
基础攻击+12;CMB+18;CMD32
专长:警觉,战斗施法,战斗反射,精通先攻,闪电反射,类法术能力瞬发(暗示术)。
技能:交涉+22,易容+22,知识(位面)+15,察觉+22,察言观色+22,生存+18;种族调整值:+4交涉,+4易容
语言:巧言术

生态

环境:任何
组织:单独,成对,或审判团(3-6)
财宝:标准(包括+2阔剑及其他财宝)

 协约者负责确保多元宇宙间的交易得到执行,因此它们的工作方式是旅行到各个位面惩罚背誓者并监督契约的履行过程。对它们来说契约中的字眼和辞藻毫无意义,只有当立约的内容得到实现,或者价钱得到付清,平衡的条件得到满足它的工作才结束。

  协约者,即使在它们不使用伪装的时候,也是各类制裁者中形态最接近人类的,当然基于它们特殊的身体结构,它们的重量自然要比人类大上很多。在诸位面间,协约者会利用自己的类法术能力进入特定社会,无论是用变颜术在光天化日下行走还是用隐形术躲开凡人的视线。在现身时,它们倾向于一个身裹斗篷,携带一把精致重剑的战士形象,并以一副沉重的铠甲掩饰自己身体内部的机械噪声,这使得它们的猎物常常只有在协约者向他们露出斗篷下的金属面容的那一刻,才发觉秩序已经降临到了自己的头上。
 
  可能是因为它们的工作需要相当灵活的交涉和很大程度的与其他种族互动,协约者也是各类制裁者中最能说话的一种,它们的谈吐显得优雅不凡而学识渊博,这为它们搜集工作目标的情报和避免不必要的战斗(说服或威压)时非常有效。虽然它们习惯于独自行动,不过也有一些协约者会偶尔因为相同的目标和其他种族合作,虽然有时候它会放弃,甚至是利用这些“盟友”来达到自己的目的


剧透 -   :
Inevitable, Kolyarut

Beneath its cloak, this man-shaped creature appears to be part statue and part metallic machine.

Kolyarut CR 12

XP 19,200

LN Medium outsider (extraplanar, inevitable, lawful)

Init +8; Senses darkvision 60 ft., low-light vision; Perception +22

Defense

AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)

hp 158 (12d10+92); regeneration 5 (chaotic)

Fort +14, Ref +10, Will +11

Defensive Abilities constructed; DR 10/chaotic; SR 23

Offense

Speed 30 ft.

Melee +2 bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or

2 slams +18 (2d6+6)

Spell-Like Abilities (CL 12th; concentration +15)

At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch

3/day—hold monster (DC 18), mark of justice, quickened suggestion (DC 16)

1/week—geas/quest

Statistics

Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 16

Base Atk +12; CMB +18; CMD 32

Feats Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion)

Skills Diplomacy +22, Disguise +22, Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers +4 Diplomacy, +4 Disguise

Languages truespeech

Ecology

Environment any

Organization solitary, pair, or inquisition (3–6)

Treasure standard (+2 bastard sword, other treasure)

Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained.

Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers.

Perhaps because their missions can be the murkiest and most open to interpretation, kolyaruts are by far the most talkative of the inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use both to assist them in gathering information on their targets and in issuing challenges (or executing dignified sentences) on the battlefield. Though naturally as solitary as their kindred, kolyaruts are occasionally content to let members of other races tag along and assist them in achieving shared goals, though they have little problem abandoning or even exploiting these “comrades” if it brings them closer to fulfilling their mission.

附注:这家伙在paizo的网络电子书里没有占据...PDF上也没有,估计是手滑了
« 上次编辑: 2013-04-02, 周二 22:50:43 由 傻豆 »

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #3 于: 2012-12-25, 周二 09:58:24 »
绿色版
别人笑我太坑,我笑他人不懂。

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #4 于: 2012-12-26, 周三 20:35:26 »
LS好吐槽! :em006
那神奇四侠是四个元素么?

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #5 于: 2013-03-30, 周六 21:38:00 »
Inevitable, Lhaksharut
巡守者

这个生有六支手臂的生物看起来像是石头构成的,而它的下半身则是一套不断相互盘绕旋转的金属环。


巡守者,挑战等级20
XP 307,200
守序中立超大型异界生物(跨位面,制裁者,守序亚种)
先攻+5;感知:黑暗视觉60尺,侦测混乱,侦测魔法,低光视觉,真知术;察觉+34
灵光:秩序护盾(豁免DC23)

防御能力

防御等级36,接触18,措手不及35(+4偏斜,+1敏捷,+5内在,+18天生,-2体型)
生命值337(22d10+216);再生10(混乱)
坚韧+25,反射+12,意志+22
特殊防御:构装身躯;DR15/混乱;免疫:能量法术;SR31

攻击能力

飞行60尺(机动性完美)
近战:+2血光长矛+32/+27/+22/+17(3d6+17/x3附加1点流血伤害),+2血光长剑+32(3d6+12/19-20附加1点流血伤害),+2血光钉头锤+32(3d6+12附加1点流血伤害)或者4挥击+30(2d8+10)
远程:2能量团+21(10d6能量伤害)
占据15尺;触及15尺
特殊能力:机巧反射,多武器战斗掌握,完美预知,血光武器

类法术能力(施法者等级22,专注+27)

永久——侦测混乱,侦测魔法,秩序护盾(豁免DC23),真知术
随意施放——解除魔法,高等传送术(仅限自身+50磅物品),传讯术
3次/天——律言(豁免DC22),次元锚(豁免DC19),次元锁(豁免DC23),解离术(豁免DC21),驱逐术(豁免DC20),高等占卜术(DC22),异界传送(DC20)力墙术)
1次/天——内爆术(豁免DC24)

数据

力量31,敏捷13,体质26,智力14,感知21,魅力20
基础攻击+22;CMB+34;CMD50(免疫摔绊)(这个CMD似乎有误?)
专长:盲斗,寓守于攻,战斗反射,高等冲撞,高等暴击,精通冲撞,精通缴械,精通先攻,精通暴击,猛力攻击,暴击
技能:飞行+30,威吓+30,知识(奥术)+24,知识(地理)+24.知识(位面)+27,察觉+34,察言观色+30,法术辨识+24;种族调整值:+4察觉
语言:巧言术
特殊:完美预知

特殊能力

机巧反射(Ex):巡守者可以使用它的感知值而不是敏捷值来决定它的战斗反射专长提供的额外借机攻击次数。等于大多数巡守者来说这个次数是5次。
 
能量团(Su):每个巡守者的6支手臂中的2支可以向敌人投射能量团——所以也就不能持用武器。这个攻击能力具有100尺的射程增量并会造成10d6点巡守者选择的能量伤害(强酸、寒冷、闪电或者火焰,每次投掷时选择1种),以一个标准动作巡守者可以投射2发能量团,但是与此同时它也不能用其他的手进行近战攻击或者用所有的手进行挥击。

免疫能量法术(Ex):巡守者免疫任何带有强酸、寒冷、闪电、火焰以及声波描述,并需要通过法术抗力的法术和类法术能力。

多武器战斗掌握(Ex):巡守者在同时使用多把武器战斗时在攻击投骰上不承受减值。

完美预知(Su):巡守者的防御等级获得等同于感知加值的内在加值。

血光武器(Su):巡守者使用的所有武器只要保持在它的手中,就会获得血光武器品质。

生态

环境:任何
组织:单独
财宝:双倍(包括+2长剑,+2长矛,+2钉头锤以及其他财宝)


一个典型的巡守者看起来就像是一具由金属和岩石拼装成的六臂人型构造体,在正常人类长着腿的位置,一副结构复杂,由数个金属环互相嵌套成的球体——非常像星象仪。这个奇异的结构赋予了巡守者自由飞行的能力,虽然巡守者还有一副宽大的金属翅膀,但是看起来它们对主人的作用最多也就是在飞行中保持平衡罢了。巡守者的六只手中有四只持握着各种武器,而较低位置的两只手则控制着一对烈焰缭绕的巨大金属球——它们被巡守者用来在极远的距离向敌人投射元素能量团。

  在制裁者中,巡守者的工作是维持各个位面存在之间保持适当的距离,特别是几个元素位面。通常,它们对没事就擅自穿越位面旅行,或者创造私人半位面和把一个位面的存在拉到另一个位面的行为并不关心。只有尝试在两个不同位面之间建立永久性连接,或者是某个位面的居民向另一个位面大规模入侵之类的行为才会引起巡守者的关注,这使得巡守者常常要面对阴谋通过位面移民以入侵其他位面的强大异界存在。

  巡守者发现和解决问题的方式简单明了:找到出问题的地方——砸了造成位面结构破损的事物/清理掉造成位面混乱问题的生物。巡守者不会去考虑出现问题的原因,也丝毫不会理会任何对于维持位面之间哪怕是暂时性连接的要求和解释。当然,巡守者也不是完全没有思考能力和不通人性的生物,如果他面对的问题不是简单的靠砸烂问题的根源或者杀掉捣乱的生物就可以解决的,那么他也会软化态度进行适当的交涉。极少数情况下,巡守者也会被说服允许一个足够重要的位面连接建立和维持一段时间,在这种情况下,巡守者通常会主动担任这些传送门的卫士直到其关闭。如果想让巡守者同意,那么传送门的开启者必须要做出足够详细而合理的解释,让巡守者理解开启传送门的目的和它的目的之间并无冲突,不过一般只有在面对过于强大的敌人时,巡守者才会考虑留下一座不符合标准的传送门存在,只是为了借此征集足够多的帮手来抵抗他孤身不能解决的问题。虽然在达成协议后巡守者会是一个不错的盟友,不过原则上说,它自己的根本任务才是第一重要的。作为一种极端的秩序生物,仅仅是出于善良目的的理由不可能说服它,因为巡守者知道并非自己要面对的每个生物都是如此善良,不过如果情况要求巡守者必须将自己盟友的利益摆在第一位,它也会尽可能的去帮助这些盟友,直到目标达成。

在战斗中,巡守者可以很轻松的利用自己的速度和灵活性快速接近对手。等于巡守者来说,敌人的团队就像是一台精密机械,只要击溃一个关键的“零件”就能在很大程度上让它瘫痪,即使这个“零件”看上去并不是很凶悍或者麻烦会对制裁者造成直接伤害。巡守者会先突击对方队伍里的治疗者、斥候和防御者,在对抗强大的肉搏机器和打击着之前先快速处理掉这些可能的支援。因为它的行动完全基于高度的理性思考和完美的计划性,巡守者基本上不可能会被嘲讽而攻击其他目标。巡守者不惧死亡,它深知自己在死后一定会被秩序之力复活,或者一个新的制裁者将因此而生。

如果巡守者自己并没有发现位面之间有异常情况存在,和它交谈的人也没有表现出敌意的话,巡守者还是很乐意和其他生物谈谈的。它们的主要日常工作是在异界的虚空间游荡,修补散落在各处的制裁者要塞。考虑到它们的一些领地实在是太远而无法经常性的只身到达,巡守者也会在自己的几个位面之间架设信息管道,这样它就能在巡逻的途中通过管道获得自己辖区的第一手报告并指示合适的制裁者赶往出现状况的地区。对制裁者来说金钱并无意义,但是他们确实常常看管着一笔由非法越界者遗留的财物,或者是修正位面错误是获得的报酬。任何向巡守者提供有价值的信息的人都会被它以礼相待,巡守者通常会提供的报酬是自己广博的宇宙知识中的一部分,只要被问到的问题不涉及关于如何破坏位面间的平衡和协调,其他的问题他通常都乐于回答。


剧透 -   :
Inevitable, Lhaksharut

This six-armed creature appears to be made of stone. Its lower torso is a collection of whirring rings of metal.

Lhaksharut CR 20

XP 307,200

LN Huge outsider (extraplanar, inevitable, lawful)

Init +5; Senses darkvision 60 ft., detect chaos, detect magic, low-light vision, true seeing; Perception +34

Aura shield of law (DC 23)

Defense

AC 36, touch 18, flat-footed 35 (+4 deflection, +1 Dex, +5 insight, +18 natural, –2 size)

hp 337 (22d10+216); regeneration 10 (chaotic)

Fort +25, Ref +12, Will +22

Defensive Abilities constructed; DR 15/chaotic; Immune energy spells; SR 31

Offense

Speed fly 60 ft. (perfect)

Melee +2 wounding spear +32/+27/+22/+17 (3d6+17/x3 plus 1 bleed), +2 wounding longsword +32 (3d6+12/19–20 plus 1 bleed), +2 wounding morningstar +32 (3d6+12 plus 1 bleed) or

4 slams +30 (2d8+10)

Ranged 2 energy bolts +21 (10d6 energy)

Space 15 ft.; Reach 15 ft.

Special Attacks cunning reflexes, multiweapon mastery, perfect prediction, wounding weapons

Spell-Like Abilities (CL 22th; concentration +27)

Constant—detect chaos, detect magic, shield of law (DC 23), true seeing

At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), sending

3/day—dictum (DC 22), dimensional anchor (DC 19), dimensional lock (DC 23), disintegrate (DC 21), dismissal (DC 20), greater scrying (DC 22), plane shift (DC 20), wall of force

1/day—imprisonment (DC 24)

Statistics

Str 31, Dex 13, Con 26, Int 14, Wis 21, Cha 20

Base Atk +22; CMB +34; CMD 50 (can't be tripped)

Feats Blind-Fight, Combat Expertise, Combat Reflexes, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike

Skills Fly +30, Intimidate +30, Knowledge (arcana) +24, Knowledge (geography) +24, Knowledge (planes) +27, Perception +34, Sense Motive +30, Spellcraft +24; Racial Modifiers +4 Perception

Languages truespeech

SQ perfect prediction

Ecology

Environment any

Organization solitary

Treasure double (+2 longsword, +2 spear, +2 morningstar, other treasure)

Special Abilities

Cunning Reflexes (Ex) A lhaksharut uses its Wisdom modifier, rather than its Dexterity modifier, to determine how many additional attacks of opportunity it gains with the Combat Reflexes feat. For most lhaksharut inevitables, this benefit equates to 5 additional attacks of opportunity per round.

Energy Bolt (Su) A lhaksharut can fire bolts of elemental energy from two of its six arms—it never wields weapons in these hands. These attacks have a range increment of 100 feet and deal 10d6 energy damage of the inevitable's choice (acid, cold, electricity, or fire, chosen for each bolt as it is thrown). It can throw two bolts of energy as a standard action, and cannot attack with these hands when it makes weapon or slam attacks with its other limbs.

Immunity to Energy Spells (Ex) A lhaksharut is immune to any spell or spell-like ability with the acid, cold, electricity, fire, or sonic descriptor that allows spell resistance.

Multiweapon Mastery (Ex) A lhaksharut never takes penalties on its attack rolls when fighting with multiple weapons.

Perfect Prediction (Su) A lhaksharut gains an insight bonus to AC equal to its Wisdom bonus.

Wounding Weapons (Su) Any weapon wielded by a lhaksharut gains the wounding weapon quality as long as it remains in the creature's grasp.

A typical lhaksharut is a six-armed construct that appears to be made of a mix of metals and stone. Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery—it is this whirling machine that grants the lhaksharut the ability to fly. Though a lhaksharut has huge, metal wings, they serve as little more than stabilizers when it's in flight. Four of the construct's arms end in functional hands that it normally uses to carry a mix of weapons. The lhaksharut's lower two arms hold large, flaming metal spheres in their hands—it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.

Lhaksharuts are tasked with maintaining the separation between different planes of reality, especially the elemental planes. They do not concern themselves with petty trespasses by visitors from one plane to another, nor even the occasional creation of a pocket plane or hijacking of a chunk of one reality to serve as a base within another. What does trouble a lhaksharut is anything that represents a permanent link between planes, or an effort by the denizens of one plane to invade and conquer another. They often find themselves in conflict with the machinations of powerful outsiders who seek to create beachheads on other planes to serve as launching pads for massive incursions.

When possible, a lhaksharut enforces the separation of planes through the simple expedient of smashing any device that creates a dangerous breach, or killing any creature that seems determined to mix or blend realities. The inevitable does not care why such infractions occur, and is often deaf to any excuse suggesting even a temporary linking of planes is a good idea. However, while singled-mined, a lhaksharut is not mindless or incapable of reason. They are emotionless, but can be negotiated with if a problem cannot be solved by smashing and killing violators.

Rarely, a lhaksharut can even be convinced that maintaining a planar link is important enough to let the gate stand, if only temporarily. In such cases, the lhaksharut always volunteers to guard the portal until the time comes to shut it down. These arrangements must include a detailed explanation on how a desired course of action will directly lead to meeting the lhaksharut's goal. Only when facing the most overwhelmingly powerful foe does a lhaksharut agree to assist in a task not related to its primary function, and then only to win allies to help it achieve success in an area where the lhaksharut has already met with failure. Even if convinced to undertake such an alliance, a lhaksharut is likely to insist its mission be accomplished first. A creature of pure order, a lhaksharut is incapable of defaulting on a promise made in good faith, but it is aware that not all creatures are so bound. If for some reason the needs of its allies must be put first, a lhaksharut insists on guarantees that its allies will meet their commitments to it once they have what they want.

In combat, a lhaksharut uses its speed and mobility to get close to targets. A lhaksharut sees groups as imperfect machines, and knows that the best way to overcome them is to disrupt their smooth functioning. While creatures able to directly harm the inevitable are dealt with if necessary, it much prefers to first eliminate healers, scouts, and shield-bearers before tackling powerful fighters or spellcasters. A lhaksharut cannot be taunted or baited into changing its course of action—it is completely emotionless and only cares about the efficiency of its battle plan. It also fights without care for its own survival, trusting that either its regeneration will restore it to life, or a new inevitable will be created to replace it.

When unaware of a threat to the sanctity of the division of the planes, and not threatened, a lhaksharut can be a surprisingly good conversationalist. They are as likely to be found floating through a void as maintaining any kind of stronghold. Lhaksharuts are aware that the domains they wish to patrol are too vast to be directly viewed with any efficiency. Some lhaksharuts thus forge networks of informants who can patrol the many planes, and send word to the inevitable to alert it of any apparent breaches. The constructs have no other need for the treasure that they gather from transgressors, and sometimes even pay for tips that might lead to a planar infraction. Anyone who might prove to be a valuable informant is treated with respect, and may even be able to gain insights into the planes from the lhaksharut's vast knowledge on the subject, as long as questions never wander into the dangerous territory of combining two planes.
« 上次编辑: 2013-04-02, 周二 22:52:36 由 傻豆 »

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #6 于: 2013-04-02, 周二 11:53:03 »
Inevitable, Marut
猎杀者

这个人型生物的大部分躯体都包复在厚厚的镀金板甲下,甲缝之间露出来的皮肉似乎是黑色的石头雕成的。


猎杀者,挑战等级15
XP 51,200
守序中立 大型异界生物(跨位面,制裁者,守序亚种)
先攻+3;感知:黑暗视觉60尺,低光视觉,真知术;察觉+26

防御能力

防御等级30,接触13,措手不及26(+3敏捷,+1闪避,+17天生,-1体型)
生命值214(16d10+126);再生10(混乱)
坚韧+16,反射+8,意志+13
特殊防御:构装躯体;DR15/混乱;法术抗力26

攻击能力

速度30尺
近战:2挥击+27(2d6+12附加3d6电击或音波伤害,以及致盲/致聋)
占据10尺;触及10尺
特殊攻击:雷鸣电闪拳

类法术能力(施法者等级16;专注+23)

永久——凌空而行,真知术
随意施放——次元门,恐惧术(豁免DC21),高等命令术(豁免DC22),高等解除魔法,群体造成轻伤(豁免DC22),定位生物
1次/天——连锁闪电(豁免DC23),死亡法阵(豁免DC23),正义徽记,力墙术
1次/周——地震术(豁免DC25),指使术,异界传送(豁免DC22)

数据

力量35,敏捷16,体质23,智力12,感知17,魅力24
基础攻击+16;CMB+29;CMD43
专长:能力专攻(雷鸣电闪拳),可怖殴击,战斗施法,闪避,精通冲撞,精通暴击,猛力攻击,暴击
技能:交涉+26,威吓+26,知识(位面)+20,知识(宗教)+20,察觉+26,察言观色+22,生存+22;种族调整值:+4察觉
语言:真实之语

生态

环境:任何
组织:单独,成对或巡查组(3-5个)
财宝:无

特殊能力

雷鸣电闪拳(Su):猎杀者的双拳打击含有雷霆风暴般的能量。每当它发动挥击攻击时,猎杀者可以选择是发动拳头的闪电威能还是雷霆威能。闪电威能会对目标造成额外的3d6点电击伤害,并且会把目标晃瞎,造成2d6轮的致盲效果(通过DC26的坚韧豁免无效)。雷霆威能会额外造成3d6点音波伤害,并且将目标震至耳聋2d6轮(通过DC26的坚韧豁免无效)。该能力的豁免DC基于体质。


  猎杀者是一种体积巨大的制裁者,它们身披黑曜石和黄金铸造的重铠,行走的脚步能震撼大地——同时也敲响那些它们即将索命的人的丧钟。虽然它们的行动通常是不慌不忙的一步步推进,但是毫无疑问,猎杀者的工作态度出了名的专注、细致且无情。猎杀者允许自己的猎物妨碍自己,也允许猎物暂时逃脱,但是它的猎物从此之后就会明白什么叫做死亡如影随形,只要猎杀者还没有被摧毁,它就会缓慢但毫无疑问给自己的目标带来制裁者式的处决。

  猎杀者的目标以那些试图以各种非正常的手段延长寿纪,以逃离必死命运的凡人种族为主,比如巫妖和其他运用魔法延寿的施法者。有时候一些刻意试图扰乱自己命运线的凡人也会成为猎杀者处罚的目标,比如屠杀饥饿的镇民以自保的地方官,或者是预见到自己的死亡以后尽力避免它发生的预言师。

  虽然理论上说猎杀者可以说和理解任何语言,也足够恐怖能吓的对方把一切都和盘托出,不过奇怪的是,猎杀者对和凡人交流和结盟了无兴趣。猎杀者很清楚,既然它已经开始了自己的工作,那就只能说明被猎杀的目标已经扰乱了生命的秩序,错误的永生必须被纠正。


剧透 -   :
Inevitable, Marut

This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.

Marut CR 15

XP 51,200

LN Large outsider (extraplanar, inevitable, lawful)

Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26

Defense

AC 30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, –1 size)

hp 214 (16d10+126); regeneration 10 (chaotic)

Fort +16, Ref +8, Will +13

Defensive Abilities constructed; DR 15/chaotic; SR 26

Offense

Speed 30 ft.

Melee 2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)

Space 10 ft.; Reach 10 ft.

Special Attacks fists of lightning and thunder

Spell-Like Abilities (CL 16th; concentration +23)

Constant—air walk, true seeing

At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature

1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force

1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)

Statistics

Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 24

Base Atk +16; CMB +29; CMD 43

Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike

Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial Modifiers +4 Perception

Languages truespeech

Ecology

Environment any

Organization solitary, pair, or patrol (3–5)

Treasure none

Special Abilities

Fists of Lightning and Thunder (Su) A marut's fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.

Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they've come to take. Rarely seeming to hurry, a marut's onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.

Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them.

Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.
« 上次编辑: 2014-06-15, 周日 10:46:20 由 星 »

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #7 于: 2013-04-02, 周二 22:35:56 »
Inevitable, Zelekhut
追踪者

这个生物看起来像一只机械构装成的半人马。不过它背后展开的一对金色的机关翅膀和双臂末端的刺链说明它并非寻常怪物。


追踪者,挑战等级9
XP 6,400
守序中立大型异界生物(跨位面,制裁者,守序亚种)
先攻+9;感知:黑暗视觉60尺,低光视觉,真知术;察觉+20

防御能力

防御等级24,接触15,措手不及18(+5敏捷,+1闪避,+9天生,-1体型)
生命值115(10d10+60);再生5(混乱)
坚韧+10,反射+8,意志+10
防御能力:构装躯体;DR10/混乱;法术抗力20

攻击能力

速度50尺,飞行60尺(机动性一般)
近战:2刺链+17(2d6+7附加1d6电击和摔绊)
占据10尺;触及10尺

类法术能力(施法者等级10;专注+13)

永久——真知术
随意施放——鹰眼/慧耳术,次元锚,解除魔法,恐惧术(豁免DC17),人类定身术(豁免DC16),定位生物
3次/天——怪物定身术(豁免DC18),正义徽记
1次/周——次级指使术(豁免DC17)

数据

力量25,敏捷20,体质16,智力10,感知17,魅力17
基础攻击+10;CMB+18,CMD34(对抗摔绊时为38)
专长:闪避,精通先攻,灵活移动,武器专攻(刺链),暴击
技能:特技+18(跳跃时+26),交涉+16,飞行+16,察觉+20,察言观色+20,生存+16;种族调整值:+4察觉,+4察言观色
语言:真实之语
特殊:制裁刺链

生态

环境:任意陆地(守序位面)
组织:单独
财宝:无

特殊能力:

制裁刺链(Ex):追踪者双臂末端的长金属刺链造成挥砍伤害,并且在攻击命中时造成1d6点额外的电击伤害。


  追踪者是一种集赏金猎人和杀手角色于一身的制裁者,它们负责追猎那些逃避正义审判的生物——无论是和法律对抗的大胆狂徒还是用权力遮掩自己丑行的恶人。追踪者将会把秩序的审判降临到多元宇宙中中最臭名昭著的罪犯头上。

  讽刺的是,虽然追踪者会坚定不移的完成自己的任务,但是它们并不会按照自己的价值观去审判犯罪者,这一点常常会让其他种族困惑不已。每当追踪者进入一个世界,它就会尽可能遵照当地的法律执行任务。也就是说,一个追踪者可能穿越好几个位面来追杀一个连环杀手或者江洋大盗,却不会去动一动某个危害比这大十倍的贪官污吏——只要他还没有受到公权力的裁决有罪。所有的追踪者都清楚,每个世界的法律之间千差万别,依律定罪并不是追踪者的工作——它们的任务只有猎杀。


剧透 -   :
Inevitable, Zelekhut

This creature looks like a mechanical centaur. Golden, clockwork wings sprout from its back, and its arms end in barbed chains.

Zelekhut CR 9

XP 6,400

LN Large outsider (extraplanar, inevitable, lawful)

Init +9; Senses darkvision 60 ft., low-light vision, true seeing; Perception +20

Defense

AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, –1 size)

hp 115 (10d10+60); regeneration 5 (chaotic)

Fort +10, Ref +8, Will +10

Defensive Abilities constructed; DR 10/chaotic; SR 20

Offense

Speed 50 ft., fly 60 ft. (average)

Melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 10th; concentration +13)

Constant—true seeing

At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 17), hold person (DC 16), locate creature

3/day—hold monster (DC 18), mark of justice

1/week—lesser geas (DC 17)

Statistics

Str 25, Dex 20, Con 16, Int 10, Wis 17, Cha 17

Base Atk +10; CMB +18; CMD 34 (38 vs. trip)

Feats Dodge, Improved Initiative, Mobility, Weapon Focus (chain), Vital Strike

Skills Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16; Racial Modifiers +4 Perception, +4 Sense Motive
Languages truespeech

SQ chains

Ecology

Environment any land (lawful plane)
Organization solitary
Treasure none

Special Abilities

Chains (Ex) A zelekhut's arms end in long lengths of barbed metal. These chains deal slashing damage and 1d6 points of electricity damage with each hit.


 Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice—either through active flight, or through power and station—and bring law and justice to the multiverse's most notorious fugitives and criminals.

  Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut's job to moralize, merely to track down those who seek to flee their punishment.

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #8 于: 2013-04-16, 周二 21:11:30 »
LS好吐槽! :em006
那神奇四侠是四个元素么?

……我只知道这个绿皮机器人是蜘蛛侠里的大反派。
别人笑我太坑,我笑他人不懂。

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Re: [BestiaryII]制裁者(Inevitable)
« 回帖 #9 于: 2013-04-17, 周三 08:08:58 »
协约者这个脸……
我明白了……这是战锤40K的NECRONS在PF晶壁系的分支啊……