作者 主题: 【PA】第四章:移理Irii  (阅读 5151 次)

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【PA】第四章:移理Irii
« 于: 2022-08-02, 周二 15:12:08 »
移理Irii      CR 19
除去身上的昆虫特征和闪闪发光的薄纱翅膀之后,这个奇异而令人不安的实体看起来就像个瘦削而优雅的人类。
XP 204,800
守序中立 或 混乱中立 中型 异界生物(跨位面,变形生物)
先攻:+12/+2(时间浪潮);感官:黑暗视觉60尺;察觉+31
灵光:命运灵光(30尺)
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防御能力
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AC:34,接触:26,措手不及:25(+8敏捷,+1闪避,+7洞察,+8天生)
hp:333(23d10+207);快速治疗:10
强韧+16,反射+22,意志+18
特殊防御:行动自如,时刻冻结,精通反射闪避,时间洞察,时间掌握;DR:15/混乱或守序(见文本);免疫:疾病,麻痹,缓慢,震慑;SR 30
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攻击能力
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速度: 60尺,飞行90尺(完美);(无加速术情况下30尺,飞行60尺)
近战: 2把+2精金长剑 +31/+26/+21/+16 (1d8+10/17–20)
特殊攻击:时间诅咒,时间操作
类法术能力(施法者等级19;专注+26)
永久——行动自如 Freedom of Movement,加速术 Haste,巧言术 Tongues
随意——高等传送术 Greater Teleport(只能携带自身外带50磅重的物件)
3/天——解离术 Disintegrate(DC23),瞬发解除魔法 Quickened Dispel Magic,指使术 Geas,审判烙印 Mark of Justice,海市蜃楼 Mirage Arcana(DC22),瞬发镜影术 Quickened Mirror Image,长驻幻影 Persistent Image(DC22),瞬发缓慢术 Quickened Slow(DC20)
1/天——预言术 Divination,医疗术 Heal,永恒静滞 Temporal Stasis(DC25),时间停止Time Stop
1/年——祈愿术 Wish
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数值
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力量 26,敏捷 27,体质 28,智力 25,感知 21,魅力 24
基础攻击+23;CMB+31;CMD: 57
专长:双重切割,飞越攻击,高等双武器格斗,精通重击(长剑),精通先攻,精通双武器格斗,猛力攻击,类法术能力瞬发(解除魔法,镜影术,缓慢术),双武器格斗,武器专攻(长剑)
技能:特技+34,唬骗+33,解除装置+34,易容+30,飞行+42,知识(奥秘)+30,知识(历史)+33,知识(位面)+33,察觉+31,察言观色+31,法术辨识+30,隐匿+34,使用魔法装置+34
语言:深渊语,邪灵语,天界语,通用语;巧舌术
SQ:改变外形(小型或中型类人生物,变身术)
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生态
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环境:任意(时间次元)
组织:单独或一对
宝物:三倍(2把+2精金长剑,其他宝物)
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特殊能力
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命运灵光 Aura of Fate(Su):在移理半径30尺的命运灵光内结束回合的生物必须通过一次DC28的意志豁免,否则需要宣言自己将在下一回合将要采取的所有动作,并且无法将其更改。这些操作的宣言方式与准备动作相同。如果宣言的动作无法完成或无法执行(如不能对不再相邻的怪物进行全回合攻击),则该动作将失败。移理知道受影响的生物预备采取什么行动。回避侦测法术可以使该生物的命运无法解读而抵消此效果。移理免疫其他移理的灵光。豁免DC基于感知。
时间浪潮 Chronosurge(Ex):移理每轮拥有两个回合,一个为其先攻计数,另一个为其先攻计数-10。
时间诅咒 Curse of Time(Su):移理可以倒退或快进目标的个体时间流,使受害者因为年龄增长而瘫痪,或倒退记忆来产生暂时性失忆。被移理之剑的攻击伤害的生物需通过一次DC28的强韧豁免,否则会因此效果陷入力竭状态或被弱智(如弱智术 Feeblemind)1轮。当一个生物成功对抗移理时间诅咒的豁免后,其对移理的时间诅咒获得24小时的临时免疫。对魔法老化的免疫可以防止此诅咒效果。豁免DC基于魅力。
时刻冻结 Frozen Moment(Su):每天最多3次,移理可以在其回合内用一个迅捷动作冻结自己周边的时间,直到其回合结束。这不会给予移理额外的动作,但在能力生效的时间内,能够防止移理免受借机攻击或准备动作。
时间洞察 Temporal Insight(Ex):移理在AC上获得相当于智力调整值的洞察加值(大部分移理为+7)。
时间掌握 Temporal Mastery(Su):每当一个位于移理60尺内的生物施放时间停止Time Stop时,移理仍然可以正常行动,就如同自己也施放了时间停止一般。因为移理和施法者相对于彼此都没有被冻结在时间中,所以彼此都可以用自身的攻击、法术或其他效果影响对方,但在时间停止期间,两者依旧不能影响其他被冻结的生物。即便移理处于措手不及,或者没有意识到对方的存在,此能力依然生效。此外,移理总是能在突袭轮中行动。
时间操作 Temporal Manipulation(Su):移理独特的时间操作能力会根据其阵营而有所不同。
  混乱移理被法术、类法术能力或攻击碰到(being struck)时,每天3次,可以用一个直觉动作将时间倒退,将触发动作的所有伤害与效果无效化。预测未来的法术——如占卜术 Augury、预言术 Divination、预警术 Foresight、片刻预知 Moment of Prescience以及克敌机先 True Strike不能感测到混乱移理,也不能在对抗他们的时候提供任何好处。
  守序移理会用它对既定未来的了解来对付敌人。在对抗守序移理时,生物的攻击检定以及克服法术抗力时进行的施法者等级检定中,必须掷两次并选用较低的结果,并且不能使用能力迫使守序移理重掷一个已经成功的d20或使其掷两次并选用较低的结果。

  移理是时间次元的原住民,经常被误认为是天使或精类。移理拥有两种不同的亚种,取决于他们对时间和自身角色的看法。守序中立的移理自称为命运,认为时间是刚性且不可变的;他们有着动物的头——通常是大猫、豺狼、公牛或甲虫——和用玻璃与黄金制成的翅膀,脖子上环绕着不眨的眼睛。混乱中立的移理自称为机运,认为时间是弹性和无序的;他们有着人脸,金色的犄角和昆虫般的双翼。由于他们为理念发起的恒久争斗,两者曾被认为是完全不同的物种,至被观测到一个命运爆发开来,把体内的机运释放出来为止。进一步的研究表明,机运也很可能会变得僵化,最终转化为命运。触发这种形态变化的原因尚不清楚,但对移理们的直接采访表明,一个移理可能由多个命运与机运组成,之所以看起来作为一个独立生物出现,只因为凡命对时间与现实的简单感官将他们的形貌过滤成了这个样子。
  虽然移理有着非常迥异的心智,但他们非常善于交际。他们大多驻留于时间次元,致力于破坏或保存那些未成为现实的变体时间线,同时众所周知的一点是,他们也会伪装成凡人行走于物质位面。预言者,时间干涉者或某些重大历史事件会将移理吸引,有时还会让他们留下来,为向自己想要的结局前进而努力。命运移理认为,过去和未来是不变的,任何试图改变这两者的行为是对世界的干扰;他们会帮助预言和宿命实现,并骚扰那些试图改变历史的人。机运移理喜欢破坏预先确定的事件,也喜欢对过去的事件进行小修小改,将变体历史的一部分拼接到时间线中,以替换那些因为时间被修改而变得不可能发生的事件。不过所有的移理都致力于维护时间流——虽然命运和机运对时间的弹性有着不同意见,但他们都同意一点,事件应该从先前的因顺利地流向未来的果。因此在保护时间轴不受那些会吞噬过去、抹消未来或破坏时间本身完整性的事件和力量影响时,他们会团结一致,避免其被打碎成一系列无止尽的时间悖论。
  虽然移理的行为很少带有恶意,但无论从什么角度看,他们都不是什么安全的生物。他们与时间的关系意味着他们也很少把一个生物的死亡视为结束,这导致移理有时会对他人表现出冷酷。对于他们青睐的家伙,他们会成为千金不换的赞助人,尤其是那些寻找多元宇宙未知奥秘的学者,但这些奥秘一般来说都对凡命的心灵有害——而一旦被移理们盯上,不管逃到哪条时间线上去都是没用的。
  在真实形态下,移理的平均身高为6尺,平均体重为150磅。



剧透 -   :
Irii           CR 19

XP 204,800
LN or CN Medium outsider (extraplanar, shapechanger)
Init +12/+2; chronosurge; Senses darkvision 60 ft.; Perception +31
Aura aura of fate (30 ft.)

DEFENSE

AC 34, touch 26, flat-footed 25 (+8 Dex, +1 dodge, +7 insight, +8 natural)
hp 333 (23d10+207); fast healing 10
Fort +16, Ref +22, Will +18
Defensive Abilities freedom of movement, frozen moment, improved evasion, temporal insight, temporal mastery; DR 15/chaos or lawful (see text); Immune disease, paralysis, slow, stun; SR 30

OFFENSE

Speed 60 ft., fly 90 ft. (perfect); (30 ft., fly 60 ft. without haste)
Melee 2 +2 adamantine longswords +31/+26/+21/+16 (1d8+10/17–20)
Special Attacks curse of time, temporal manipulation
Spell-Like Abilities (CL 19th; concentration +26)

Constant—freedom of movement, haste, tongues
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—disintegrate (DC 23), quickened dispel magic, geas, mark of justice, mirage arcana (DC 22), quickened mirror image, persistent image (DC 22), quickened slow (DC 20)
1/day—divination, heal, temporal stasis (DC 25), time stop
1/year—wish

STATISTICS

Str 26, Dex 27, Con 28, Int 25, Wis 21, Cha 24
Base Atk +23; CMB +31; CMD 57
Feats Double Slice, Flyby Attack, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (dispel magic, mirror image, slow), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +34, Bluff +33, Disable Device +34, Disguise +30, Fly +42, Knowledge (arcana) +30, Knowledge (history) +33, Knowledge (planes) +33, Perception +31, Sense Motive +31, Spellcraft +30, Stealth +34, Use Magic Device +33
Languages Abyssal, Aklo, Celestial, Common; tongues
SQ change shape (Small or Medium humanoid, alter self)

SPECIAL ABILITIES

Aura of Fate (Su)
A creature that ends its turn within an irii’s 30-foot-radius aura of fate must succeed at a DC 28 Will save or be forced to declare all actions that it will take on its next turn and be unable to change them. These actions are declared in the same manner as readied actions. If a declared action is impossible to complete or becomes impossible to perform (such as performing a full attack on a creature that is no longer adjacent), that action is lost. The irii is aware of what actions an affected creature intends to take. A nondetection spell renders a creature’s fate unreadable and negates this effect. Iriis are immune to the auras of other iriis. The save DC is Wisdom-based.

Chronosurge (Ex)
An irii gets two turns each round, one on its initiative count and another on its initiative count – 10.

Curse of Time (Su)
An irii can rewind or fast-forward a target’s personal timestream, crippling the victim with age or inducing temporary amnesia by rewinding the victim’s memories.

A creature that takes damage from an irii’s sword attack becomes exhausted or feebleminded (as per feeblemind) for 1 round by this effect unless it succeeds at a DC 28 Fortitude save. Once a creature successfully saves against an irii’s curse of time, it is immune to that particular irii’s curse of time for 24 hours. Immunity to magical aging prevents this curse effect.

The save DC is Charisma-based.

Frozen Moment (Su)
Up to three times per day as a swift action, an irii can freeze time around itself for the duration of its turn.

This does not grant the irii additional actions, but it prevents creatures from taking attacks of opportunity or readied actions against the irii while this ability is active.

Temporal Insight (Ex)
An irii gains an insight bonus to its Armor Class equal to its Intelligence modifier (+7 for most iriis).

Temporal Mastery (Su)
Whenever a creature within 60 feet of an irii uses time stop, the irii can act normally as if it had cast time stop itself. As neither the irii nor the caster is frozen in time with respect to the other, each can target and affect the other with attacks, spells, or other effects they create, though neither can affect frozen creatures for the duration of the time stop. This ability functions even if the irii is flat-footed or unaware of its opponent.

Additionally, an irii can always take actions in a surprise round.

Temporal Manipulation (Su)
An irii’s specific temporal manipulation abilities depend upon its alignment.

Chaotic iriis can rewind time as an immediate action 3 times per day in response to being struck by a spell, spell-like ability, or attack, negating all damage and effects of the triggering action. Spells that predict the future—such as augury, divination, foresight, moment of prescience, and truestrike— cannot perceive chaotic iriis and provide no benefit against them or information about them.

Lawful iriis weigh their foes down with knowledge of their inexorable futures. A creature must roll twice and take the lowest result on attack rolls and caster level checks to overcome spell resistance against a lawful irii, and cannot use abilities to force the irii to reroll a successful d20 roll or to roll multiple times and take a lower result.

ECOLOGY

Environment any (Dimension of Time)
Organization solitary or pair
Treasure triple (2 +2 adamantine longswords, other treasure)

Iriis are natives of the Dimension of Time, but are often mistaken for angels or fey.Iriis have two distinct variants depending on their beliefs and roles with regard to time, and are locked in a civil war over their differing philosophies. Iriis who view time as rigid and immutable are lawful neutral and refer to themselves as Fates; they have the heads of animals—usually big cats, jackals, bulls, or beetles—and wings made out of glass and gold, with unblinking eyes encircling their necks. Iriis who see time as elastic and entropic are chaotic neutral and call themselves Fortunes; they have human faces, golden horns, and insectile wings. Due to their constant battles over ethos, these two aspects were considered to be entirely different species, until a Fate was observed bursting open and releasing a Fortune from within its body. Further study confirmed that Fortunes can likewise become more rigid in outlook and transform into Fates. What triggers these changes in aspect is unknown, but interviews with the iriis themselves suggest a single irii may be composed of multiple Fates and Fortunes, and they appear as separate creatures only because their appearances are filtered through mortals’ unsophisticated perceptions of time and reality.

Iriis are gregarious despite their alien mind-sets. While they most often remain in the dimension of time, fighting to either destroy or preserve alternate timelines that never became reality, they are known to don mortal guises and walk the Material Plane. Diviners and those who meddle with time, as well as major events in history, attract iriis, sometimes prompting them to stay and work toward their own peculiar ends.

Fate iriis believe that both the past and future are set in stone, and consider anything that attempts to change either to be world-threatening meddling; they help prophecies and destinies come to pass and harry those who would alter history. Fortune iriis delight in destroying predetermined events as well as subtly modifying those that have past, splicing portions of alternate histories into the timeline to replace events that have been rendered impossible by temporal tampering. All iriis work to preserve the timestream, however— though Fates and Fortunes disagree on how elastic time is, they both agree that it should flow smoothly from prior actions into future consequences. As such, they always band together to defend the timeline from events and powers that could devour the past, erase the future, or destroy the integrity of time itself, shattering existence into an endless series of temporal paradoxes.

Though iriis are rarely malicious in their actions, they are unsafe creatures by any metric. Their relationship with time means they rarely see a creature’s death as an ending, causing iriis to sometimes act callous toward others. They can be invaluable patrons to people they take an interest in, especially scholars who seek out mysteries beyond the known multiverse, but these mysteries tend not to be healthy for mortal minds—and once an irii’s attention is gained, there is no escaping it in any timeline.

The average irii stands 6 feet tall and weighs 150 pounds in its true form.

« 上次编辑: 2022-08-12, 周五 20:28:24 由 Writena »

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Re: 【PA】第四章:移理Irii
« 回帖 #1 于: 2022-08-02, 周二 15:24:37 »
哇,这么炫酷
海豹真是太可爱啦

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Re: 【PA】第四章:移理Irii
« 回帖 #2 于: 2022-08-06, 周六 15:37:36 »
这能力看着不是CR 19该有的

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due