作者 主题: 【BestiaryII】御衡者(Aeon)——完结  (阅读 62799 次)

副标题: 我整个人都平衡了

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【BestiaryII】御衡者(Aeon)——完结
« 于: 2013-04-10, 周三 00:55:30 »
御衡者Aeon

   无情,无爱,无心,它们是执行艰难而无尽苦役的无面行者,维持宇宙万物均衡如一的静默斗士。它们就是御衡者,它们是侍奉多元宙的诡秘创造者和毁灭者,它们的年岁超越多元宇宙中最古老的住民,它们的存在为绝大多数凡人所不能理解。

  御衡者的工作包括在混沌不息的大漩涡位面构筑秩序的礁石,在毫无活物的洪荒中培育生命的种子,将毁天灭地的蛮力囚禁在合理的桎梏之中。与此同时,御衡者也把繁荣的国家煇灭成焚烟,将美丽的世界粉碎为尘埃,为无妄之灾的到来铺平道路。御衡者的职责让它们在孕育希望之后创造同等的绝望,而对它们的职责御衡者既不悲哀叹息,也不乐在其中。每一个御衡者都丝毫不带个人感情而坚定不移的推动着种族的终极目标——将多元宇宙改造成一个绝对均衡,毫无偏颇的存在。为了完成这个似乎绝对不可能的目标,御衡者一族出现在宇宙的每个角落,就像一个无所不能的钟表匠一样,时刻不停的敲敲这里,修修那里,将多元宇宙的每一个齿轮都调节到绝对平衡的节奏上。

  奉行均衡主义的御衡者希望将自己打造为万物共存的体现。大多数御衡者都体现了多元宇宙中的一种二元化存在:生死御衡者是生命与死亡力量的的二元具像,而力命御衡者则体现了自由的意志与不变的命运之间的互斥存在,这些御衡者的的存在即是这些矛盾的统一,而即使是最低阶的知行御衡者也有着杂糅不同元素的简单身体构造。御衡者独特而诡异的存在方式启发着它们的思维,让这些生物总是有一项自己的责任需要完成。现身到现世的御衡者以维持均衡为己任,它们总是尝试着将自己所在的世界改变成与自己的生理形态一样和谐统一的完美形式。神灵的不同外形也揭示了它们的不同能力和任务,比如,黑白分明的存灭御衡者就拥有创造和毁灭的大能,它们既要剔除长势过旺的生物,又同时将不毛之地转变为富饶的乐土。

  虽然御衡者绝对不是邪恶的生物,但是基于自己种族的哲学,它们对大多数生命个体和喜怒哀乐的存在毫不关心。对御衡者来说,在一个世界焚烧掉广袤的森林和捣毁巨大的城市是值得的,只要这符合均衡的要求。同样的道理,在一个世界创造新生命和构筑宏大的防灾体系也是值得的,因为平衡无处不在。等于御衡者来说,它们只关心结果,在一片图地上过度繁衍的是人类还是真菌对它们来说没有区别。御衡者就像是多元宇宙的免疫系统,它们对自己的工作不带一点感情因素。当然,没有感情的御衡者之间自然也不可能有什么社会存在,它们甚至没有记忆——因为多元宇宙随时都在前进,记忆并不需要。甚至可以说,御衡者根本就没有人格这种东西——它们不会互相交往,只有出于本能的行动指导。虽然御衡者也有自己的一套模糊不清的职阶,高阶的神灵也有一定的权力对低阶者发号施令,但是事实的情况是,御衡者之间极少出现所谓“指挥”和“服从”之类的概念,如果有哪个高位御衡者用自己的权力损害了其他低级御衡者的任务,那么它会立刻毫无痕迹的被另一个称职的御衡者取代。通常情况下,高阶的御衡者只有在讨论自己种族存在主义哲学时才会聚集到一起——这种自发的集会通常是出于整个御衡者种族的共同意志和多元宇宙的本能影响才产生的,而且通常时间很短。

  很多御衡者都会在尝试和自己现身世界中的生物结盟时犯错——宏观上来说这也很容易解释,毕竟对它们来所面前的东西是一颗自然生长的大树还是一座文明修造的塔楼是毫无区别的,反正它们都是“存在”的事物。生物即是死物,死物也是生物,形式不同而已。

  少数情况下,多元宇宙也可能一时兴起就突然就把一个御衡者踢出它的生存轨迹。这些流浪御衡者的诞生的原因通常是因为和其他世界的生物交往过密,或者是受到外来影响的时间太久,又或者是被其他一些离奇的思想给打乱了原本的思考规则,也有一些是因为自己的任务和本质出现了不可调和的矛盾。这些御衡者通常会产生非常极端的人格,将自己本质代表的存在方式以最大化的形式表现出来——一个流浪的生死御衡者可能既是创造新生命的艺术家,也是屠戮无辜的连环杀手。正常的御衡者将它们疯狂的兄弟看做是破坏万物平衡的最严重因素,通常会在发现它们的第一时间终结这些稀少的出格御衡者。

众律,万众合一之境(Monad, the Condition of All)

  对御衡者来说,真正制约它们种族的哲学理念就是“万众合一之境”,或者叫“众律”,御衡者认为这个概念就是它们种族的统一源头,也是多元宇宙的终极统一。因此,御衡者也可以被视做多元宇宙规律的具象化身,就像凡人的躯体是骨骼、肌肉和其他器官组成的一样,御衡者也是这个伟大存在的“器官”,当御衡者消逝以后,它们的精华会被融入“众律”成为其一部分。所以对御衡者来说无所谓生死,只有轮回。每一个御衡者个体并不具备自己的记忆,对它们来说只有“现在”是存在的:它们应该现在就去修补和维护万物平衡。所以,极少有非神灵能和它们建立关系,因为御衡者从根本上就没有好恶和爱恨的情感概念,所以每一个御衡者只专注于自己的任务而不会和其他人协作。不过,如果有哪个凡人曾经激怒过一个御衡者,在他们的下一次遭遇时,他几乎一定会发现御衡者对他保持着绝对的戒备。

亚种规则(引自怪物种族特性及亚种特性):

引用
御衡者亚种 Aeon
御衡者是一群绝对中立的异界生物,他们游荡在位面之间维系着现实得平衡。
他们具备以下特性:
•免疫寒冷、毒素和重击
•拥有10点电抗和火抗
•心像(SU):与御衡者的沟通是沉默且几乎无法理解的。他们毫不关心其他生物的欲望与需要,因此没有必要参与进行对话。但御衡者会读取其他生物的思维来了解他们的想法与目的,并以传送一个超自然的画面投影作为回复而不管那些生物如何想。这种画面往往是一种视觉和听觉上的刺激,以显示御衡者所认为未来会出现的事件。例如,一个御衡者看到一个城市被夷为平地的事件并想将其传达给非御衡者时,他会给他们发射出一幅城市废墟的生动图像。御衡者的心像能力是一种非语言的心灵感应能力。御衡者无法读取那些免疫心灵效果的生物的思想。
•从一而全(EX):通过御衡者与多元宇宙的联系,他们不用通过接触其他存在就能知道各种艰深晦涩的知识。很多知识是永恒的,它们包括遥远过去,现在,以及在未来可能出现得各种事件。御衡者获得他们种族生命骰一半的加值在所有的知识技能上。这种联系也同样存在于他们与其他永衡者之间。而结果就是所有的御衡者之间都能自由沟通,即使彼此的距离远超心灵感应能力的范围。这个能力也能穿过位面,即使效果会减弱到只有模糊的印象和感觉,而没有具体的细节或画面。但是因为御衡者跨位面地关注着范围宽广的多元宇宙,一个御衡者不管做出了多么可怕的报告也很少激起同胞们的激烈反应。
•虚无之形(SU):御衡者并非虚体生物,但他们的存在方式却只是一个看上去较大的半实体而已。御衡者获得自身生命骰1/4的偏斜AC加值(向下取整)。

译名:这些奇奇怪怪的名字应该都是各种宗教和哲学概念中提出的名词...我很懒,直接就意译了,起名的原因出于我自己对怪物背景描述的理解,如果有大能知道这些名字的来由请不吝赐教,我会积极修改。

生死御衡者 Aeon,Akhada
时空御衡者 Aeon,Bythos
知行御衡者 Aeon,paracletus
存灭御衡者 Aeon,Pleroma
力命御衡者 Aeon,Theletos
« 上次编辑: 2013-04-12, 周五 20:17:51 由 傻豆 »

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Re: 【BestiaryII】神灵(Aeon)-绪论部分
« 回帖 #1 于: 2013-04-10, 周三 05:52:48 »
生死御衡者Aeon,Akhada

这个生物的主体部分是一团如同巨眼般不断翻滚的未知物质,其他部分包括延伸出来的一条尾巴一样的附肢和四支灰黯的手臂。


生死御衡者,挑战等级12
XP19200
绝对中立 中型异界生物(御衡者,跨位面亚种)
先攻+10;感知:黑暗视觉60英尺,观命术;察觉+19


防御能力

防御等级27,接触18,措手不及21(+2偏斜,+6敏捷,+9天生)
生命值148(11d10+88);快速医疗5
坚韧+17,反射+11,意志+14
免疫:寒冷,重击,毒素;抗力:火焰10.电击10;法术抗力23


攻击能力

速度30尺,飞行40尺(机动性不良)
近战:4爪抓+16(1d4+5附加抓握)
特殊攻击;锢魂

类法术能力(施法者等级11,;专注+15)
永久——观命术
随意施放——治疗重伤,遗体防腐,造成重伤(豁免DC17),圣域术(豁免DC15)
3次/天——复原术。杀生术(豁免DC19)
1次/天——死者复活


数据

力量21,敏捷23,体质26,智力16,感知21,魅力18
基础攻击+11;CMB+16(擒抱时为+20);CMD34(对抗摔绊时为38)
专长:战斗反射,高等强韧,盘旋,精通先攻,钢铁意志,闪电反射
技能:唬骗+18,飞行+2,医疗+19,威吓+18,知识(位面)+22,知识(宗教)+22,察觉+19,察言观色+19,辨识法术+17,潜行+20
语言:心像
特殊:从一而全,虚无之形


生态

环境:任何(外层位面)
组织:单独,成对,集体(3-6)
财宝:无


特殊能力

  锢魂(Su):以一个迅捷动作,生死御衡者可以用附肢将一个被擒抱的生物的灵魂本质从体内抽取出来。在生死御衡者的回合开始时,目标获得1d4个负向等级(提供DC24的坚韧检定免除,并免疫生死御衡者的该能力24小时)。当受到的负向等级等同于此生物的生命骰数时,他的灵魂将彻底脱离躯体并被生死御衡者禁锢在体内,如同一个“锢魂术”法术效果。同时,只要灵魂依然被生死御衡者禁锢,目标的躯体就如同受到“遗体防腐”一样不会自然损坏。生死御衡者可以控制该灵魂任意长度的时间,也可以通过一个整轮动作施放之。被施放的灵魂会立刻返回自己的躯体,除非它的其他在300尺范围外或者已经被摧毁,如果是这样该生物会彻底死亡。奇迹术,许愿术和有限许愿术可以将被取出的灵魂强行送回躯体。一个生死御衡者一次只能禁锢一个灵魂,并且在它死亡时灵魂会被立刻施放。这个能力的豁免DC基于体质。


  生死御衡者同时拥有生命与死亡的二元本质。它们了解生命的存在对多元宇宙的平衡是重要的,但是同时,生命在诞生之后也必须加入宇宙的无情循环中间——生命必须让步于死亡。

  生死御衡者常常漫步于多元宇宙的偏僻角落,永无止境搜寻那些超出平衡以外的生命存在。它们判定生命是否平衡的标准则完全不为御衡者以外的生物所知,而其他御衡者也并不太关心生死御衡者对其他生命做出的裁决结果。这样的结果就是:在别的种族看来,生死御衡者经常会无缘无故而且随机的袭杀其他生物——至于要消灭的是这个种群中的强者还是弱者则不被御衡者所关心。

  生死御衡者立高5英尺,体重120磅。它奇异的躯干虽然看起来不像是实体,但实际上摸起来确实是固态(而且滑腻)的。


剧透 -   :
Aeon, Akhana

Four gray arms project from a swirling mass resembling a giant eye, from which a tail-like appendage dangles.

Akhana CR 12

XP 19,200

N Medium outsider (aeon, extraplanar)

Init +10; Senses darkvision 60 ft., deathwatch; Perception +19

Defense

AC 27, touch 18, flat-footed 21 (+2 deflection, +6 Dex, +9 natural)

hp 148 (11d10+88); fast healing 5

Fort +17, Ref +11, Will +14

Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 23

Offense

Speed 30 ft., fly 40 ft. (poor)

Melee 4 claws +16 (1d4+5 plus grab)

Special Attacks soul siphoning

Spell-Like Abilities (CL 11th; concentration +15)

Constant—deathwatch

At will—cure serious wounds, gentle repose, inflict serious wounds (DC 17), sanctuary (DC 15)

3/day—restoration, slay living (DC 19)

1/day—raise dead

Statistics

Str 21, Dex 23, Con 26, Int 16, Wis 21, Cha 18

Base Atk +11; CMB +16 (+20 grapple); CMD 34 (38 vs. trip)

Feats Combat Reflexes, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes

Skills Bluff +18, Fly +2, Heal +19, Intimidate +18, Knowledge (planes) +22, Knowledge (religion) +22, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +20

Languages envisaging

SQ extension of all, void form

Ecology

Environment any (Outer Planes)

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

Treasure none

Special Abilities

Soul Siphoning (Su) As a swift action, an akhana can use its tail to siphon life essence from a grappled foe. At the start of the aeon's turn, the victim gains 1d4 negative levels (a DC 23 Fortitude save negates and grants immunity to this akhana's soul siphoning ability for 24 hours). When the number of negative levels equals the target's Hit Dice, the target's soul tears free from its mortal body and gets stored within the body of the akhana as a trap the soul spell. The victim's body remains preserved as if via a gentle repose spell for as long as the soul is held by the akhana. The akhana can keep the soul indefinitely, or can release it as a full-round action. Upon doing so, the released soul immediately returns to its body if the body is within 300 feet, at which point the body returns to life and any negative levels imparted to it by the akhana are removed. If the body is not within 300 feet (or if it has been destroyed), then the creature dies when its soul is released. A miracle, limited wish, or wish can force a displaced soul to return to its proper body. If an akhana is slain, any soul it contains is released automatically. An akhana can only hold one soul at a time. The save DC is Constitution-based.

Akhanas bear charge over the duality of birth and death. They perceive the existence of living things as crucial to maintaining cosmic balance. They also understand the profound influence living things have on the cosmos, and if left untended, its ability to create terrible consequences. In this circumstance, life must give way to death.

Akhanas wander the byways of the multiverse, constantly on the hunt for imbalances in life. How they judge these imbalances is not well-understood by non-aeons, and the aeons are singularly unmotivated to justify akhanas' decisions when inquired about them. As a result, the focus of akhanas' attacks and attentions usually seems arbitrary or even random to most creatures—they do not always focus their attentions on the strongest or the weakest members of a group.

An akhana stands 5 feet in height and weighs 120 pounds. Its strange central body seems vaporous, but is weirdly solid (and slimy) to the touch.
« 上次编辑: 2013-04-12, 周五 13:07:17 由 傻豆 »

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Re: 【BestiaryII】神灵(Aeon)-生死御衡者(Aeon,Akhada)
« 回帖 #2 于: 2013-04-10, 周三 12:06:09 »
这东西多么像MGS4里的小月光啊……
剧透 -  签名折叠:

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Re: 【BestiaryII】神灵(Aeon)-生死御衡者(Aeon,Akhada)
« 回帖 #3 于: 2013-04-10, 周三 12:47:28 »
Akhada 是一个苦行瑜伽教派,但是查不到教义,Akhara,Akhada应是误称
Bythos 出自诺斯底派,是一种超然存在,这个字的意思是深邃、深幽
Paracletus 也出自希腊文,意思是抚慰者或提振者
Pleroma 出自诺斯底主义,指神性的总和、圣灵充满
Theletos则有意志、使某事物完满的意思
« 上次编辑: 2013-04-10, 周三 12:52:25 由 月伶 »

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Re: 【BestiaryII】神灵(Aeon)-生死御衡者(Aeon,Akhada)
« 回帖 #4 于: 2013-04-10, 周三 12:49:08 »
从图看,他的瑜伽(健身的那种……)功底绝对够
别人笑我太坑,我笑他人不懂。

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Re: 【BestiaryII】神灵(Aeon)-生死御衡者(Aeon,Akhada)
« 回帖 #5 于: 2013-04-10, 周三 14:22:22 »
果然是蛋疼的存在,其存在本身就代表了蛋疼……
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: 【BestiaryII】神灵(Aeon)-时空御衡者(Aeon, Bythos)
« 回帖 #6 于: 2013-04-11, 周四 01:59:54 »
时空御衡者Aeon, Bythos

这团微微发光,看不出颜色的物质隐隐约约的构成了一个四条手臂的人形,在它的躯干上长了个似乎是眼睛的东西。


时空御衡者,挑战等级16
XP 76,800
绝对中立 大型异界生物(御衡者,跨位面亚种)
先攻+8,感知;盲感60尺,黑暗视觉60尺,低光视觉;察觉+30

防御能力

防御等级31,接触18,措手不及26(+4偏斜,+4敏捷,+1闪避,+13天生,-1体型)
生命值207(18d10+108);快速医疗10
坚韧+18,反射+12,意志+20
免疫:寒冷,重击,毒素;抗力:火焰10.电击10;法术抗力27

攻击能力

速度:飞行40尺(机动性良好)
近战:4挥击+23(1d6+6附加1d6寒冷伤害以及老化之击)
占据10尺,触及10尺
特殊攻击:困惑凝视,离世之击

类法术能力(施法者等级18,专注+23):
随意施放:卜筮,高等传送术,缓慢术(豁免DC18)
3次/天——次元锚,加速术,异界传送(豁免DC20)
1次/天——次元锁,片刻预知,永恒静滞(DC23)

数据

力量22,敏捷19,体质21,智力24,感知28,魅力21
基础攻击+18;CMB+25;CMD44(免疫摔绊)
专长:战斗施法,战斗反射,闪避,高等强韧,盘旋。精通先攻,闪电反射,灵活移动,健壮
技能:唬骗+26,飞行+6,医疗+30,威吓+26,知识(奥术,自然,宗教)+33,知识(历史,位面)+36,察觉+30.察言观色+30,辨识法术+28,潜行+21,使用魔法装置+23
语言:心像
特殊:从一而全,虚无之形

生态

环境:任何(外层位面)
组织:单独,成对,审判团(3)
财宝:无

特殊能力

  老化之击(Su):如果一个时空御衡者在一轮内以挥击命中了同一个目标两次,那么它可以使这个生物的年龄增加,目标如果不能通过一个DC24的坚韧检定就会衰老至下一个年龄段(见核心规则书169页)。衰老的目标不会受到任何年龄增长的益处,但承受所有的惩罚。一个老年的目标受到此能力影响的话,如果它不能通过DC24的坚韧检定就会直接死亡。只有高等复原术、奇迹术、有限许愿术和许愿术可以逆转这一过程。这个能力的豁免DC基于体质。

  困惑凝视(Su):目标被困惑1d4轮,射程30尺,通过DC24的坚韧豁免免除。这个能力的豁免DC基于魅力。

  离世之击(Su):以一个标准动作,时空御衡者可以将一个被它触碰到的生物从当前的时空中移除出去。如果这个生物不能通过DC24的坚韧检定,它就会从当前的位置消失1d4轮,然后重新出现就像什么都没发生一样。如果目标消失后空间被占据,那么它将出现在离消失点最近的可能位置——消失的过程不会对目标造成其他伤害。这个能力的豁免DC基于魅力。


  时空御衡者被要求观测任何时间和空间旅行的情况——对它们来说,年龄的增长也可以看做一种时间旅行(最普遍的一种)。虽然时空御衡者本身并不热衷于时空旅行,不过它们经常会在多元宇宙中游荡,猎杀任何滥用能力进行时间和空间穿越的生物。

  在大部分情况下,时空御衡者以搜索滥用空间旅行能力者为主要工作,包括那些撕裂现实与异界壁障进行空间跳跃的生物,或者过于频繁的使用异界传送能力的生物。多数时候时空御衡者是无暇顾及较小的空间失衡发生的,但是如果被它找上了哪里的时空状况不对劲,一个时空御衡者,甚至是一个三人审判团就会尽快赶去执行评估损失和“修复”工作——主要是“修理”造成这一情况的罪魁祸首,不过除了暴力解决以外,用永恒静滞能力囚禁这个生物也是通常的选择。

  虽然从外表上看,时空御衡者更像是一团云雾和气体组成的,不过事实上它的基本部分确实是固体,摸起来和干燥的岩石类似。时空御衡者通常高13英尺,重600磅。


剧透 -   :
Aeon, Bythos

A shimmering, colorless mass congeals to form a four-armed humanoid shape with an eye-like pattern in its torso.

Bythos CR 16

XP 76,800

N Large outsider (aeon, extraplanar)

Init +8; Senses blindsense 60 ft., darkvision 90 ft., low-light vision; Perception +30

Defense

AC 31, touch 18, flat-footed 26 (+4 deflection, +4 Dex, +1 dodge, +13 natural, –1 size)

hp 207 (18d10+108); fast healing 10

Fort +18, Ref +12, Will +20

Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 27

Offense

Speed fly 40 ft. (good)

Melee 4 slams +23 (1d6+6 plus 1d6 cold and aging strike)

Space 10 ft.; Reach 10 ft.

Special Attacks confusion gaze, temporal strike

Spell-Like Abilities (CL 18th; concentration +23)

At will—augury, greater teleport, slow (DC 18)

3/day—dimensional anchor, haste, plane shift (DC 20)

1/day—dimensional lock, moment of prescience, temporal stasis (DC 23)

Statistics

Str 22, Dex 19, Con 21, Int 24, Wis 28, Cha 21

Base Atk +18; CMB +25; CMD 44 (can't be tripped)

Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Hover, Improved Initiative, Lightning Reflexes, Mobility, Toughness

Skills Bluff +26, Fly +6, Heal +30, Intimidate +26, Knowledge (arcana, nature, religion) +33, Knowledge (history, planes) +36, Perception +30, Sense Motive +30, Spellcraft +28, Stealth +21, Use Magic Device +23

Languages envisaging

SQ extension of all, void form

Ecology

Environment any (Outer Planes)

Organization solitary, pair, or tribunal (3 bythos)

Treasure none

Special Abilities

Aging Strike (Su) If a bythos strikes a living target with two slam attacks in a single round, the bythos ages the creature, causing it to advance to the next age category (Pathfinder RPG Core Rulebook 169) if it fails a DC 24 Fortitude save. The victim gains all of the penalties from this aging and none of the bonuses. A venerable victim targeted by this ability dies if it fails a DC 24 Fortitude save. This process is reversible with greater restoration, limited wish, miracle, or wish. The save DC is Constitution-based.

Confusion Gaze (Su) Confusion for 1d4 rounds, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.

Temporal Strike (Su) As a standard action, a bythos can touch a creature or object to displace it from time. If the target fails a DC 24 Fortitude save, it disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed. If an object occupies that space, the creature appears in the closest available space to its original location—this displacement does not cause the creature any additional harm. The save DC is Charisma-based.

The bythos are guardians of time and planar travel—indeed, to bythos, the act of aging is nothing more than a highly specialized method of travel. Although bythos themselves have no additional method of traveling through time, they scour the multiverse, hunting for creatures that do have the ability to time-travel and may have abused this ability.

Far more often, though, bythos seek out abuses of planar travel, such as tears in reality, regions where planes overlap, or creatures that abuse the use of planar travel. In some cases, such distortions are ignored, but in others, a bythos or even a full tribunal comes to assess and repair the damage. In most cases, “repair” is analogous to the death of the creature responsible for the distortions, but placing such creatures in temporal stasis can also solve the problem.

While a bythos's body may seem to be made of smoke and vapor, it is strangely solid to the touch, feeling not dissimilar to dry stone. A bythos is 13 feet tall and weighs 600 pounds
« 上次编辑: 2013-04-12, 周五 13:07:43 由 傻豆 »

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Re: 【BestiaryII】神灵(Aeon)-时空御衡者(Aeon, Bythos)
« 回帖 #7 于: 2013-04-11, 周四 02:31:47 »
就决定养廷达罗斯之犬当魔宠了 :em009

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Re: 【BestiaryII】神灵(Aeon)-时空御衡者(Aeon, Bythos)
« 回帖 #8 于: 2013-04-11, 周四 04:18:38 »
知行御衡者Aeon, Paracletus

这个小生物的核心是一团漂浮在空气中的光雾,各种各样的晶体和宝石围绕着它缓缓的旋转。


知行御衡者,挑战等级2
XP 600
绝对 中立小型异界生物(御衡者,跨位面亚种)
先攻+2;感知:黑暗视觉60尺;察觉+7
灵光:情绪影响(豁免DC12,范围30尺)

防御能力

防御等级14,接触13,措手不及12(+2敏捷,+1天生,+1体型)
生命值13(3d10-3)
坚韧+4,反射+3,意志+6
免疫:寒冷,重击,毒素;抗力:火焰10.电击10;法术抗力

攻击能力

速度:飞行40尺(机动性良好)
近战:挥击+3(1d3-1附加1d6电击伤害)

类法术能力(施法者等级3;专注+4)
随意施放——圣域术(豁免DC12)
3次/天——安定心神(豁免DC13)
1次/周——通神术(6个问题,施法者等级12)

数据

力量8,敏捷14,体质9,智力11,感知13,魅力12
基础攻击+3;CMB+1;CMD13(免疫摔绊)
专长:高等强韧,钢铁意志
技能:飞行+8,威吓+7,知识(奥术)+7,知识(位面)+7,察觉+7,察言观色+7,潜行+12
语言:心像
特殊:从一而全,虚无之形

生态

环境:任何(外层位面)
组织:单独,成对,协会(3-12)
财宝:无

特殊能力

  情绪影响(Su):作为理性和感性的二元存在,每天3次,知行御衡者可以从这两面中选择一种特定的情绪灵气影响周围的生物。所有在影响范围内的生物都必须通过DC12的意志检定以对抗此效果的影响,如果通过了检定,则该生物在接下来的24小时内免疫此知行御衡者的情绪影响能力。知行御衡者可以选择让一个范围内的生物忽视此能力的影响。该效果持续10分钟,并且只能影响距离知行御衡者30尺内的生物。这是一个影响心灵的惑控效果,该能力的豁免DC基于魅力。每个知行御衡者可以从以下的3个情绪能力中选择一个来使用,一旦选定就不能更改:
—英勇/恐慌:受影响生物获得法术“祝福术”或“丧志术”
—激情/漠然:受影响生物在唬骗、交涉和威吓技能检定中获得+2/-2加/减值
—希望/绝望:受影响生物在意志豁免检定上获得+2/-2士气加/减值


  对凡人来说,自由的意志无疑是他们最美妙的天赋,所以普通人既受到理性,也受到感性的影响。作为回应,神灵中的知行御衡者来到凡人的社会,专门对这种情感上的二元现象(特别是凡人最基本,最迫切的情感表达行为)进行观察和研究。

  这些在主物质位面活动的御衡者会精挑细选出那些拥有牢不可破的逻辑(表现为高智力)和丰富无比的情感(表现为高魅力)的凡人,一旦它们发现了一个合适的目标,御衡者就会黏在他身边,仔细研究这个人是如何在理智和情感的双重影响下做出决定的,甚至有时候它还会动用自己的情绪影响能力以便观察外力会对凡人的二元情感构成什么样的影响。不过通常让人不舒服的一点是,知行御衡者会使用正面还是负面情绪影响它的实验目标完全是随机决定的——或者说,知行御衡者的道理对凡人来说和随机也实在没什么区别。

  通常情况下,知行御衡者会回避可能的战斗,而是用自己的情绪影响能力控制局面。如果被迫一战,知行御衡者会飞到对手的头上,用充满电流能量的晶体猛敲敌人。构造知行御衡者固态外环的物质来源于逻辑,而它的内核物质则由情感形成——当一个知行御衡者死亡时,两者都会消失无踪。

  拥有精通魔宠专长的7级绝对中立施法者可以召唤知行御衡者作为自己的魔宠。身为魔宠的知行御衡者仍然会保持不断的观察主人的理智和情感行为,不过至少它也会听从施法者的指挥——特别是他不想成天被御衡者的情绪影响能力烦的话。

  虽然知行御衡者的内核看起来像是光和能量组成的,但是像其他御衡者的身体结构一样,它是可以接触的实体——虽然其中的电流可能微微有些麻手。


剧透 -   :
Aeon, Paracletus

A small cluster of shimmering lights floats in the air, orbited by multiple vibrant crystals and gemstones.

Paracletus CR 2

XP 600

N Small outsider (aeon, extraplanar)

Init +2; Senses darkvision 60 ft.; Perception +7

Aura emotion aura (DC 12, 30 ft.)

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)

hp 13 (3d10–3)

Fort +4, Ref +3, Will +6

Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 7

Offense

Speed fly 40 ft. (good)

Melee slam +3 (1d3–1 plus
1d6 electricity)

Spell-Like Abilities (CL 3rd; concentration +4)

At will—sanctuary (DC 12)

3/day—calm emotions (DC 13)

1/week—commune (6 questions, CL 12th)

Statistics

Str 8, Dex 14, Con 9, Int 11, Wis 13, Cha 12

Base Atk +3; CMB +1; CMD 13 (can't be tripped)

Feats Great Fortitude, Iron Will

Skills Fly +8, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +12

Languages envisaging

SQ extension of all, void form

Ecology

Environment any (Outer Planes)

Organization solitary, pair, or commune (3–12)

Treasure none

Special Abilities

Emotion Aura (Sp) Each paracletus exists as the embodiment of a specific emotive duality. Three times per day, a paracletus can create an aura representing one of its two programmed emotions. Creatures in the area must make a DC 12 Will save to resist the aura. A creature that makes its save against the aura is unaffected by that aeon's aura for the next 24 hours. The paracletus can choose one creature in the area to ignore its effects. The effect of the aura lasts for 10 minutes, and ends if a creature moves more than 30 feet from the aeon. The aura is a mind-affecting compulsion effect. The save DC is Charisma-based. Specific emotive dualities and their powers follow—any single paracletus can only use one of these three dualistic options and cannot change to a different one.

Courage/Fear: The aura acts as bless or bane.

Empathy/Apathy: The aura gives creatures a +2 bonus or a –2 penalty on Bluff, Diplomacy, and Intimidate checks.

Hope/Despair: The aura gives creatures a +2 morale bonus on Will saving throws or a –2 penalty on Will saving throws.

While mortals possess the gift of free will, both logic and emotion influence their decisions. The paracletus serve the aeons as agents who connect with mortals and study the influence of emotions (particularly the dualistic nature of raw emotion) upon mortal behavior. They wander the planes seeking mortals with particularly strong emotional or logical capabilities (characters with high Charisma or Intelligence scores). Once a paracletus locates such a creature, the paracletus remains nearby, studying the target's relationship with emotional and logical input and choices. Often, the paracletus will use its emotion aura on the target in order to study how outside influences affect the subject. Unfortunately for the target creature, whether or not the paracletus uses a helpful or harmful effect is, for all intents and purposes, a matter of random chance—even though to the paracletus's complex reasoning, nothing is left to actual random chance.

If presented the option, a paracletus avoids direct combat, and uses its emotion aura to influence situations. If pressed to defend itself, it flies at opponents, slamming into them and discharging an electrical jolt of energy in addition to buffeting with its crystalline components. The crystals that orbit a paracletus are solidified aspects of logic, while the swirling vapors and lights that make up its central mass are manifestations of raw emotion—when a paracletus is slain, both the crystals and vapors fade away into nothingness.

A paracletus can be chosen as a familiar by a 7th-level neutral spellcaster who has the Improved Familiar feat. A paracletus familiar does not abandon its mission to observe emotions and logic at play, but it does follow its master's orders—this is one situation where the application of a paracletus's emotion aura need not be random.

Although the central mass of a paracletus's body appears to be made of light and energy, it is in fact solid, and feels strangely like electrified flesh to the touch.
« 上次编辑: 2013-04-12, 周五 13:08:22 由 傻豆 »

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Aeon, Pleroma
存灭御衡者


飘忽不定的色光和星球的幻像在这个幽暗而模糊的人形生物体内闪闪发光,如同无尽的夜空一般。


存灭御衡者,挑战等级20
XP 307,200
绝对中立 大型异界生物(御衡者,跨位面亚种)
先攻+12;感知:盲视120尺,黑暗视觉120尺,真知术;察觉+41

防御能力

防御等级36,接触24,措手不及27(+6偏斜,+8敏捷,+1闪避,+12天生,-1体型)
生命值324(24d10+192);快速医疗10
坚韧+24,反射+18,意志+26
免疫:寒冷,重击,毒素;抗力:电击10,火焰10;法术抗力31

攻击能力

速度0尺,飞行60尺(机动性完美)
近战:触摸+30(20d8能量伤害)
占据10尺;接触10尺
特殊攻击:创生宝珠,湮灭宝珠

类法术能力(施法者等级20;专注+27)

随意施放——创造饮食,修复术,锈蚀爪(豁免DC21),塑石术,塑木术(豁免DC19)
7次/天——鬼斧神工,植物滋长,塑造之音,咆哮术(豁免DC21)
5次/天——破除结界,昼明术,幽深黑暗术,自由行动,高等造物术
3次/天——解离术(豁免DC23),凋死术(豁免DC25)
1次/天——法师裂解术(豁免DC26),许愿术(豁免DC26)

已准备牧师法术(施法者等级20;专注+27)

9级——星界投射,异界之门,内爆术(3个目标,豁免DC29)
8级——混沌披风(豁免DC28),神圣灵光(豁免DC28),秩序之盾(豁免DC28),8级召唤怪物,邪恶灵光(豁免DC28)
7级——渎神之语(豁免DC27),灰飞烟灭(豁免DC27),律言(豁免DC27),圣言(豁免DC27),混沌真言(豁免DC27)
6级——放逐术(豁免DC26),禁制术(豁免DC26),指使术,通晓传奇,嫌恶术(豁免DC26),面纱术(豁免DC26)
5级——异界探知,破除混乱(豁免DC25),破除邪恶(豁免DC25),破除善良(豁免DC25),破除秩序(豁免DC25),传送术
4级——混沌之锤(豁免DC24),圣光击(豁免DC24),秩序之怒(豁免DC21),复原术,占卜术(豁免DC24),邪影击(豁免DC24)
3级——鹰眼/锐耳术,防护混乱法阵,防护邪恶法阵,防护善良法阵,防护秩序法阵,暗示术
2级——阵营武器,侦测思想(豁免DC22),注目术(豁免DC22),完全修复术,识破隐形,隐蔽阵营,诚实之域(豁免DC22)
1级——侦测混乱,侦测混乱,侦测混乱,侦测混乱,鉴定术,伪造灵光(Magic aura),克敌机先
0级——造水术,侦测魔法,神导术,阅读魔法

数据

力量24,敏捷27,体质26,智力26,感知31,魅力25
基础攻击+24;CMB+32;CMD57(免疫摔绊)
专长:警觉,战斗施法,战斗反射,闪避,高等强韧,精通先攻,精通钢铁意志,钢铁意志,闪电反射,闪电步,灵活移动,疾风步
技能:估价+30,唬骗+32,飞行+16,医疗+30,威吓+27,知识(奥术)+47,知识(位面)+47,知识(宗教)+47,知识(地城)+44,知识(工程学)+44,知识(自然)+47,察觉+41,察言观色+39,辨识法术+30,潜行+27,使用魔法物品+27
语言:心像
特殊:从一而全,虚无之形

生态

环境:任何(外层位面)
组织:单独,或大审判团(1存灭御衡者,3生死御衡者,2-5力命御衡者)
财宝:

特殊能力

  能量之触(Su):存灭御衡者的触摸攻击会造成20d8点正或负能量伤害,基于哪种能量会伤害到目标生物。不过它的触摸攻击绝对不会治疗伤害。

  法术:一个存灭御衡者可以像20级的牧师一样拥有施法能力,但它不能访问任何领域。存灭御衡者可以施放一些特定的法师/术士法术,如同它们是神术一样。

  创生宝珠(Su):每天3次,存灭御衡者可以在自己的左手中塑造一个直径2尺,不断盘旋的纯白能量宝珠。存灭御衡者可以以专注控制此宝珠以每轮10尺的速度飞行,宝珠可以飞向任意方向,但是如果超出存灭御衡者300尺外就会立刻消失。在宝珠移动的过程中,它会留下宽度5尺的空间创造物质,从而改变受其影响位置的地形(将地面变成沼泽,苔原,沙漠或者森林)或者是凭空创造10尺见方的特定物体(粘土,木头或者石头)。任何生物或者非生物在接触到球体时都必须通过一个DC30的坚韧检定,否则将被宝珠吸收并且被融合进新创造的物质里(只有解锢术、奇迹术和许愿术可以拯救被融合的生物),通过豁免的生物会被推离至新物质的邻接位置。宝珠的性质并不稳定,它会在出现后1d4轮内爆发成刺目的眩光。所有处于30尺爆发范围内的生物都必须通过一个DC30的坚韧检定否则会永久性目盲。这个能力的豁免DC基于体质

  湮灭宝珠(Su):每天3次,存灭御衡者可以在自己的右手中塑造一个直径2尺,不断盘旋的纯黑能量宝珠。这颗宝珠的效果类似于毁灭之球(见此)。任何物体(不管有无生命与否)在接触到球体时都必须通过一个DC30的坚韧检定,否则就将立刻被球体吸入并湮灭。足够大的物体(比如建筑和船舰)会在接触宝珠时每轮被毁灭1立方英尺的体积。宝珠可以飞向任意方向,但是如果超出存灭御衡者300尺外就会立刻消失。宝珠的性质并不稳定,它会在1d4轮后无破坏性的崩溃。不过,一个存灭御衡者也可以将这枚宝珠投掷出去(射程增量10尺)打击单一生物,当攻击命中后球体也会自然崩溃。这个能力的豁免DC基于体质。


  存灭御衡者是御衡者族中最为强大的一员,它代表了毁灭与创造的二元存在。存灭御衡者的形态并不稳定,创造和毁灭的力量在它黯黑无光的长袍下不断的翻腾和冲突。一个存灭御衡者不断变幻的形态足够让任何人观察一整天都不觉得厌烦,它既是在宇宙中翩翩飞舞,点缀群星的白衣天使;也是在银河间游荡,破碎世界的幽暗恶魔。

  存灭御衡者把创造和毁灭看做事物的两个绝对不同的状态,不过另一方面,也只有这两个状态的不断循环才能赋予存在以意义。存灭御衡者亲自监督这这个过程,确保诞生和消失的速度保持平衡,适当的催毁一些造物有利于这个过程连贯而不停滞,如果有接近于永恒的事物出现了,那么另外一些事物就必须被终结以确保永恒的意义。虽然一般认为存灭御衡者是不朽的生物,但是在它们自己看来,所谓:不朽“的真正含义是“无限的循环”,而且即使是“永恒”也是可能改变的,也许只是小小的改变。存灭御衡者会主动推进这一程序,让多元宇宙不至于停滞和失衡——对神灵来说这就是宇宙的最终末日。

  在所有的御衡者中,存灭御衡者自然也是和它们种族的终极哲学——众律联结最紧密的一类。每一个御衡者都认为自己是这个理念的一部分延伸,虽然它们的行动自由自在而方式各不相同,但是实际上它们的一举一动都是出自众律的意志和需要。所以,存灭御衡者的行为有很大一部分也是基于它们的这个种族——也就是众律的一部分意志而非单纯由它的二元本质驱动的。在存灭御衡者看来,众律就是多元宇宙存在状态的最完美解释:万物起始,万物终结,如此循环不息。

  大多数存灭御衡者倾向于独自行动,它们身后的世界十之八九都被整治的天翻地复。无情的存灭御衡者基本上不会考虑其他生物的诉求,除了它们的永恒任务以外基本上不理任何身外事——超然于凡人的政治、战争和其他俗世存在之上,有时候也在其中巧妙的插一手以促进平衡的状态。至于那些蠢到挡它们路的人,存灭御衡者唯一的回应就是用自己最恐怖的毁灭能力将他们轰到渣都不剩,绝不妥协。


剧透 -   :
Aeon, Pleroma

Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky.

Pleroma CR 20

XP 307,200

N Large outsider (aeon, extraplanar)

Init +12; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41

Defense

AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, +12 natural, –1 size)

hp 324 (24d10+192); fast healing 10

Fort +24, Ref +18, Will +26

Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 31

Offense

Speed 0 ft., fly 60 ft. (perfect)

Melee touch +30 (20d8 energy)

Space 10 ft.; Reach 10 ft.

Special Attacks sphere of creation, sphere of oblivion

Spell-Like Abilities (CL 20th; concentration +27)

At will—create food and water, mending, rusting grasp (DC 21), stone shape, wood shape (DC 19)

7/day—fabricate, plant growth, sculpt sound, shout (DC 21)

5/day—break enchantment, daylight, deeper darkness, freedom of movement, major creation

3/day—disintegrate (DC 23), horrid wilting (DC 25)

1/day—mage's disjunction (DC 26), wish (DC 26)

Cleric Spells Prepared (CL 20th; concentration +27)

9th—astral projection, gate, implosion (3, DC 29)

8th—cloak of chaos (DC 28), holy aura (DC 28), shield of law (DC 28), summon monster VIII, unholy aura (DC 28)

7th—blasphemy (DC 27), destruction (DC 27), dictum (DC 27), holy word (DC 27), word of chaos (DC 27)

6th—banishment (DC 26), forbiddance (DC 26), geas, legend lore, repulsion (DC 26), veil (DC 26)

5th—contact other plane, dispel chaos (DC 25), dispel evil (DC 25), dispel good (DC 25), dispel law (DC 25), teleport

4th—chaos hammer (DC 24), holy smite (DC 24), order's wraith (DC 21), restoration, scrying (DC 24), unholy blight (DC 24)

3rd—clairaudience/clairvoyance, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, suggestion (DC 23)

2nd—align weapon, detect thoughts (DC 22), enthrall (DC 22), make whole, see invisibility, undetectable alignment, zone of truth (DC 22)

1st—detect chaos, detect evil, detect good, detect law, identify, magic aura, true strike

0—create water, detect magic, guidance, read magic

Statistics

Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25

Base Atk +24; CMB +32; CMD 57 (can't be tripped)

Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Wind Stance

Skills Appraise +30, Bluff +32, Fly +16, Heal +30,
Intimidate +27, Knowledge (arcana) +47, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) +47, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +27, Use Magic Device +27

Languages envisaging

SQ extension of all, void form

Ecology

Environment any (Outer Planes)

Organization solitary or tribunal (1 pleroma, 3 akhanas, and 2–5 theletos)

Treasure none

Special Abilities

Energy Touch (Su) A pleroma's touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma's touch never heals damage.

Spells A pleroma casts spells as a 20th-level cleric, but does not have access to domains. A pleroma can cast certain sorcerer/wizard spells as divine spells.

Sphere of Creation (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

Sphere of Oblivion (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.

The pleroma is the most powerful of all the aeons. As a manifestation of the opposing acts of creation and destruction, a pleroma exists in a state of flux, its very form shifting between creation and oblivion within the ebon folds of its vaporous cloak. One who gazes upon a pleroma could spend days studying the continual changes of its form, which most resemble the shifting of celestial bodies within the universe sped up to a pace at which the swirling of galaxies and the tumble of planets form a strange dance.

 Pleromas view the concepts of creation and oblivion not so much as separate processes, but rather as two parts of a cyclical passage that everything in existence must explore. Pleromas guide this progression, ensuring everything remains balanced, such that whatever is created can be destroyed, and that nothing becomes so static that these two processes slow to a halt. For everything that attains a state of semi-permanence, there must be many more things that do not, or rather that cannot ever be reformed into a state of permanence. While pleromas believe in eternity, they understand that eternity is cyclical and infinity is something that repeats itself. Therefore, eternity and infinity are states that can be changed, or altered, if only slightly. Pleromas maintain such changes are necessary to keep the cosmos from becoming static and unbalanced, a state they refer to as apocalypse, or the end of everything.

Of all the aeons, pleromas possess the strongest connection to the entity or concept they refer to as Monad. All aeons believe themselves to be extensions of this entity, and while they act freely and independently of the entity, they always act within the constricts of its will or needs. This behavior is not so much a state of servitude as a symbiosis in which the actions of the pleromas are universally beneficial to both themselves and the entity they are part of. Pleromas describe Monad as the sentience of the multiverse, from which all things are created through the recycling of everything that ever existed.

Pleromas typically travel alone. Their arrival in a region almost always heralds some sort of dramatic change. They pay little mind to the wants and needs of other creatures, and remain entirely focused upon their primary task. They avoid conflicts of ethics, wars, and similar pursuits, save when manipulating such events would help to restore the balance between creation and oblivion. Should any be so foolish as to attempt to interfere with or sway their work, pleromas immediately retaliate by bringing all of their significant powers and devastating abilities to bear until the intervention is destroyed.
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