Petitioner
祈并者这个鬼魂一般的人形轻轻的摇动着,让你产生了一种诡异的熟悉感。
祈并者,挑战等级1
XP400
人类祈并者
任意阵营 中型异界生物(跨位面)
先攻+0;
感官:黑暗视觉60尺,
察觉+5
防御能力
防御等级10,
接触10,
措手不及10
生命值16(2d10+5)
坚韧+4,
反射+3,
意志+0
免疫:心灵效果
攻击能力
速度30尺
近战:挥击+2(1d4)
数据
力量11,敏捷10,体质13,智力10,感知11,魅力10
基础攻击+2;
CMB+2;
CMD12
专长:健壮
技能:手艺(任意2项)+5,知识(位面)+5,察觉+5,察言观色+5,潜行+5
语言:通用语
特殊:祈并者特性
生态
环境:任何(外层位面)
组织:单独,成对,一组(3-12),军团(13+)
财宝:无
特殊能力
祈并者特性:根据祈并者生前的阵营,它将获得一些对应阵营位面的特殊能力。祈并者本身的阵营也会与该位面相同。
在一个凡人死后,他的灵魂将化为祈并者来到外层位面,并在其间接受他们应得的惩罚、奖励或者是命运的裁判。祈并者对自己生前的记忆只有支离破碎的存在,而其所处的位面也会在它凡人皮相上留下独特的影响。以上的数据是一个没有添加位面特性的人类祈并者模版,当选定其所属的阵营位面后还须进行一些数据调整。
变成祈并者的生物在转世重生后完全不会保有作为祈并者时的记忆。如果一个祈并者因为某种原因死亡,它将永远的消失——其“生命能量”将被送往正能量位面,也有一定可能会直接导致另一个异界生物的诞生。获得了神祗或者其他强大异界存在的青睐的祈并者也会获得它们的一些奖励——通常的情况是直接被塑造为一个新的异界生物形态,比如神使、安塔天族,恶魔或魔鬼,取决于祈并者所处的阵营。有些时候,一个祈并者在它化生为新的形态以后仍然保有着自己作为祈并者时的记忆和人格——不过确实是极其罕见。
创造祈并者生物模版 “祈并者”是一个可以添加到任何在死亡以后,灵魂将前往外层位面等待裁决的生物(绝大多数生物)的模版。祈并者拥有其作为正常生物时的大部分数据并且将获得以下这些能力调整:
挑战等级:普通的祈并者挑战等级为1。不过根据GM的判定,一些生前就足够强大的生物在成为祈并者之后可能也会获得超过普通祈并者的能力和挑战等级。对于特殊的祈并者,请根据293页的表1-1确定其挑战等级。
阵营:祈并者的阵营总是与其所在位面一致
体型和亚种:祈并者会失去所有的原有亚种并成为异界生物。它的体型保持不变。
感官:祈并者失去所有原有的特殊感官,但获得60尺黑暗视觉。
防御等级:祈并者失去其由种族加值获得的防御等级。
生命骰数:祈并者将失去其种族和职业特性带来的生命骰数,但作为异界生物它获得2d10的生命骰数。
豁免:祈并者擅长坚韧和反射豁免,一个祈并者的基本豁免为坚韧+3,反射+3,意志+0
防御能力:祈并者失去其生前所有的特殊防御能力,但免疫心灵效果。
攻击能力:祈并者的基础攻击加值为+2,加上其力量和体型调整值。祈并者还会获得与其体型相应的挥击攻击以替代原本的天生攻击。
特殊攻击:祈并者失去其生前具有的所有特殊攻击能力。
属性:与原生物相同。
专长:祈并者将失去其原本所有的专长。作为一个2HD的异界生物,祈并者只有一个专长——通常是健壮。
技能:祈并者将失去其作为凡人时获得的技能等级。作为一个2HD的异界生物,祈并者拥有12个技能等级可以任意分配(通常是每个技能2级)加上因为智力属性而获得的技能等级。和其他异界生物不同,祈并者不会获得4个额外的本职技能。
特殊能力:祈并者失去所有生前的特殊能力以及其职业等级带来的能力(包括豁免加值和基础攻击加值)。
祈并者特性基于其所回归的位面特性,祈并者获得如下的特征:
末日荒原(中立邪恶):“受食者”。它们的外形和身为凡人时并无太多不同——这些祈并者每天都要在惶惶不可终日的恐惧中潜伏着,不过其中的大多数还是会被贪婪的邪魔所追猎和吞食。少数能活的够久的猎食者会被位面力量扭曲和转化为邪魔。由于每天都会被邪魔猎捕,在长时间的锻炼后猎食者获得DR5/-和快速医疗1。
无底深渊(混乱邪恶):“幼虫”。它们可能是各种祈并者中最为丑恶的一类——如其名所示,幼虫看起来就像一条苍白的蛆状生物,长着如他们生前形象的头部。一条在无底深渊里进食充足的幼虫会最终获得足够的力量进化成恶魔。幼虫拥有10点电击、寒冷和火焰抗力,并且它们使用对应体型的啮咬攻击而非普通祈并者的挥击。
极乐园野(混乱善良):“获选者”。它们的身体将被转化为最完美的凡人形态。在极乐园野享受了足够多的愉悦体验以后,这些祈并者将转生为爱塔天族。获选者获得10点火焰和寒冷抗力,并获得额外的2点魅力。
七重天堂(守序善良):“晋升者”。除了它们身为凡人的外貌以外,这些祈并者还会获得一道金色的光环和一对翅膀。如果它们继续为正义的事业孜孜不倦的奋斗,终有一天晋升者将重生为亚空天族。晋升者会获得等同于基础移动速度的飞行速度(机动性一般)
九层地狱(守序邪恶):“受诅者”。这些祈并者也保留了它们的凡人相貌——不过已经被地狱的无数刑罚弄的伤痕累累。如果它们能挺的够久的话也许某一天能抓到一个转化成魔鬼的机会。受诅者免疫火焰伤害(但仍然会在被焚烧时灼痛难忍,当受诅者受到火焰伤害时,它必须通过一个DC15的坚韧检定,否则将因剧痛被震慑1d4轮)
混沌初海(混乱中立):“无型者”。它们看上去大致还有人样,不过一举一动都会使全身波动和发光,就像无实体的幽灵一样。和混沌海的混乱力量共处足够久以后,这些祈并者将进化为幻蛇。无型者获得虚体亚种以及其带来的所有防御优势。
涅槃桃源(中立善良):“纯净者”。这些祈并者会在外表上一定程度上获得和它们的个性相近的动物特征。当它们获得了最终的启迪时就会转生为盖丁天族。纯净者获得10点寒冷和音波抗力以及额外的2点感知。
判魂炼地(绝对中立):“已逝者”。它们的外表看起来就像是会活动的骷髅,不过并非不死生物。在经过足够长的时间以后,已逝者会转生为御衡者。它们拥有DR10/钝击并免疫寒冷。
完美刻境(守序中立):“重铸者”,它们会保留凡人的外貌,不过通体乳白并布满了黑色的文字——就像有人用这些祈并者进行过抄写工作一样。如果一个重铸者可以从它身体上的字里行间中解读出某个谜题的答案,它就有幸能被奇匠族锻造为一个制裁者。重铸者免疫恶意的变形效果,并获得额外2点智力。
劇透 - :
Petitioner
Something seems strange and disturbingly familiar about this wispy, ghostly humanoid shape.
Petitioner CR 1
XP 400
Human petitioner
Any alignment Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
Defense
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee slam +2 (1d4)
Statistics
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
SQ petitioner traits
Ecology
Environment any (Outer Planes)
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
Special Abilities
Petitioner Traits A petitioner has additional abilities and features depending upon its home plane. Its alignment matches the alignment of its home plane.
Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come. The stat block detailed above presents a typical petitioner formed from the soul of an average human—it does not include any of the plane-specific abilities or features a petitioner gains, and should be modified as appropriate depending on the plane to which the petitioner is assigned.
Creatures who die, become petitioners, and then return to life retain no memories of the time they spent as petitioners in the afterlife. A petitioner who dies is gone forever—its “life force” has either returned to the Positive Energy Plane or, in some cases, provided the energy to trigger the creation of another outsider. Petitioners who please a deity or another powerful outsider can be granted rewards—the most common such reward manifests as a transformation into a different outsider, such as an archon, azata, demon, or devil, depending upon the petitioner's alignment. In rare cases, a creature can retain its personality from life all the way through its existence as a petitioner and into its third “life” as an outsider, although such events are rare indeed.
Creating a Petitioner
“Petitioner” is an acquired template that can be added to any creature whose soul migrates to one of the Outer Planes following its death (henceforth referred to as the base creature). The petitioner uses all of the base creature's statistics and abilities except as noted below.
CR: A petitioner's CR is 1. In some cases, at the GM's discretion, particularly large or unusual petitioners with higher than normal ability scores may begin with a higher CR; compare the petitioner's statistics to the values on Table 1–1 on page 293 to help determine an unusual petitioner's starting CR.
Alignment: A petitioner's alignment is identical to that of its home plane.
Size and Type: The creature's type changes to outsider. It loses all subtypes. Its size does not change.
Senses: Petitioners lose any unusual senses they had, but gain darkvision 60 feet.
Armor Class: The petitioner loses all racial bonuses to its Armor Class.
Hit Dice: Petitioners lose all racial and class-based Hit Dice and gain 2d10 racial Hit Dice as outsiders.
Saves: Petitioners have good Fortitude and Reflex saves; a petitioner's base saves are Fort +3, Ref +3, Will +0.
Defensive Abilities: Petitioners lose all the defensive abilities of the base creature. Petitioners are immune to mind-affecting effects.
Attacks: The creature's BAB is +2, subject to modification for size and Strength. It loses all natural attacks and gains a slam attack as appropriate for a creature of its size.
Special Attacks: Petitioners lose all special attacks.
Abilities: Same as the base creature.
Feats: Petitioners lose all feats. As a 2 HD outsider, a petitioner gains one feat—typically Toughness.
Skills: Petitioners lose all skill ranks they possessed as mortals. As a 2 HD outsider, a petitioner has 12 skill ranks it can spend on skills (with a maximum of 2 ranks in any one skill), and gains bonus skill ranks as appropriate for its Intelligence. Unlike most outsiders, petitioners do not gain an additional 4 class skills beyond those available to all outsiders.
Special Qualities: Petitioners lose all special qualities, along with all abilities granted by class levels (including increases on saving throws and to HD and BAB).
Petitioner Traits
A petitioner gains additional traits based on its home plane.
Abaddon (Neutral Evil): The “hunted” have bodies that are identical to what they had in life—these petitioners are doomed to be stalked and eventually consumed by the daemons that lust for souls. A hunted that survives long enough eventually warps and twists into a daemon. The hunted gain DR 5/— and fast healing 1 so that they provide a slightly more robust hunt for their daemonic predators.
Abyss (Chaotic Evil): “Larvae” are perhaps the most hideous of petitioners—they appear as pallid, maggot-like creatures with heads similar to those they possessed in life. Larvae that feed long enough on Abyssal filth eventually transform into demons. They have cold, electricity, and fire resistance 10, and instead of a slam attack gain a bite attack as appropriate for their size.
Elysium (Chaotic Good): The “chosen” have idealized versions of their mortal bodies. In time, after experiencing the pleasures Elysium has to offer, the chosen become azatas. The chosen gain resistance to cold and fire 10 and a +2 bonus to Charisma.
Heaven (Lawful Good): The “elect” appear similar to their mortal forms, save that they possess a golden halo and feathered wings. After spending enough time aiding heavenly tasks, the elect become archons. They gain a fly speed equal to their base speed (average mobility).
Hell (Lawful Evil): The “damned” retain their mortal forms, but are heavily scarred by various tortures. Those who endure the torments of Hell long enough may eventually be approved for transformation into devils. The damned gain immunity to fire (but not immunity to the pain caused by fire—whenever one of the damned takes fire damage, it must make a DC 15 Fortitude save to resist being stunned by the pain for 1d4 rounds).
Limbo (Chaotic Neutral): The “shapeless“ retain their basic forms, but these forms constantly waver and shimmer, as if they were ghosts in peril of dissolving away. After wallowing in the chaos of Limbo for long enough, they can transform into proteans. The shapeless have the incorporeal subtype, an incorporeal touch attack, and all advantages granted by that defensive ability.
Nirvana (Neutral Good): The “cleansed” take on the forms of animals that closely approximate their personalities. Upon achieving true enlightenment, they transform into agathions. The cleansed gain cold and sonic resistance 10 and a +2 bonus to Wisdom.
Purgatory (Neutral): The “dead” appear as animated skeletons but are not undead—in time, they can earn the right to become aeons. They gain DR 10/bludgeoning and immunity to cold.
Utopia (Lawful Neutral): The “remade” retain the same body shape but have milky white skin covered in dense black script, as if some strange scribe had used them for parchment. Upon deciphering the riddles posed by these complex lines of script, one of the remade can enter an axiomite forge to be transformed into an inevitable. The remade are immune to hostile transmutation effects and gain a +2 bonus to Intelligence.
P.S. 我觉得阿巴顿是不是该改个译名了?