Цитата
Если Рейстлин заранее обкастовался заклинаниями увеличения здоровья, то ничего ему ПВК с его ограничением по здоровью жертвы не сделает (увы, я не в курсе, сколько у него здоровья по правилам, а следовательно, действует ли на него ПВК так).
У него 44 хита. Так что только если Рейстлин заранее обкастовался - проблема лишь в том, что обкасты довольно быстро слетают) А у Сота еще и спеллрезистанс) А насчет зарубить мечом... *смотря на полную атаку Сота* Ну если уж успеет подбежать, так всё) Я так обычно делала в компьютерных играх, когда играла воином/паладином - если уж успела добежать до крутого мага, он валится за два удара, если нет, все становится немного сложнее)
И еще у Сота есть Диспел Мэджик против обкаста Рейстлина и другие Слова Силы, для которых уже нужно больше 150/200 хитов, а это даже для Рейстлина сложно. А у Рейстлина почти нет спеллов против нежити. Сейчас посоветовалась с другом - он тоже ставит на Сота) И, кстати, он заметил, что Сот не сказал: "преклоняюсь перед
сильнейшим") Так что мы с ним поставили на Слово Силы: Ослепни, Слово Силы: Оглуши и в ближний бой) Напомню: Full Atk +28/+23/+18/+13 melee (2d6+13/17-20, magic) or +22 melee (1d8+5 plus 1 Con, touch, Will DC 23 halves damage and negates Con)
И даже если силы примерно равны, и у обоих приличный шанс уничтожить соперника (здесь дело во многом решает Инициатива, как всегда у высоколевельных персонажей), не очень понятно, почему столь гордый и высокомерный персонаж так сразу взял и склонился перед магом.
(Помнится, Аваллах как-то сказал на эту тему, что это был тонкий юмор со стороны Сота))
Для наглядности скопирую характеристики:
Raistlin Majere, Master of Past and Present CR 28Male civilized human wizard 7/wizard of High Sorcery (Black) 7/loremaster 8/archmage 5, Master of the Tower of Palanthas
NE Medium humanoid (human)
Source Towers of High Sorcery (Master of the Tower template)
Init +3; Senses arcane sight, see invisibility; Listen +1, Spot +1
Languages Abanasinian, Common, Draconic, Elven,
InfernalB, IstaranB, Magius, Nerakan, Solamnic; tongues
AC 26, touch 20, flat-footed 22; dodge trick
hp 44 (27 HD)
SR 26 (staff), 23 (when at Tower of Palanthas)
Fort +9, Ref +13, Will +20
Spd 30 ft.
Melee Staff of Magius +15 (1d6+1 plus arcane fire) or dagger of Magius +16 (1d4+2/19-20)
Base Atk +13; Grp +12
Atk Options weapon trick
Special Actions arcane fire (+15 ranged touch, 600 ft. range, deals 5d6 damage + 1d6 damage per spell level used to create, may be delivered through Staff of Magius), magic of darkness 3/day, magic of fear, magic of pain 3/day
Combat Gear scrolls (mass cat’s grace, chain lightning (DC 22), mass hold person (DC 24), maximized lightning bolt (DC 19), mass suggestion (DC 24), summon monster VI,
waves of fatigue; CL 26th)
Spells Prepared (CL 28th, +13 melee touch, +16 ranged touch, includes spell power +1, all spells of 3rd level or lower are quickened)
10th—maximized delayed blast fireball (DC 23)
9th—dominate monster (DC 26), energy drain(MT) (DC 26), power word kill, time stop
8th—demand, horrid wilting (DC 25), polar ray, protection from spells(MT)
7th—greater arcane sight, banishment (DC 23), destruction(MT), greater teleport, maximized ice storm (DC 20), power word blind
6th—antimagic field(MT), maximized lightning bolt (DC 19), planar binding (DC 22), shadow walk, mass suggestion (DC 23), undeath to death (DC 23)
5th—dominate person (DC 22), feeblemind (DC 22), maximized scorching ray, teleport, true seeing(MT)
4th—animate dead, bestow curse (DC 21), crushing despair (DC 21), divination(MT), greater invisibility, phantasmal killer (DC 20)
3rd—clairaudience/clairvoyance(MT), deep slumber (DC 20), dispel magic, fireball (DC 19), hold person (DC 20), vampiric touch (DC 20), wind wall
2nd—detect thoughts(MT), protection from arrows, gust of wind (DC 18), knock (2), resist energy (2), shatter (DC 18)
1st—endure elements, expeditious retreat, magic aura(MT), sleep (DC 18), true strike (3)
0—ghost sound, prestidigitation (2), touch of fatigue (DC 17)
(MT) Master of the Tower domain spell.
Abilities Str 9, Dex 16, Con 9, Int 22, Wis 12, Cha 10
SQ arcane research +3, dodge trick, high arcana, lore +15, loremaster secrets (applicable knowledge, dodge trick, more newfound arcana, weapon trick), moon magic (Nuitari), order secrets, permanent resistance (included), improved tower resources
Raistlin has chosen not to take an arcane focus as a Wizard of High Sorcery.
Feats Automatic Quicken Spell†, Brew PotionB, Combat Casting, Magical Aptitude, Improved Spell Capacity (10th), Maximize Spell, Quicken Spell, Reserves of Strength††, Scribe ScrollB, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spellcasting
Prodigy†††, Spell Focus (enchantment), Spell Focus (necromancy)
† Epic-level feat (all 0-level, 1st-, 2nd-, and 3rd-level spells may be cast as quickened with no adjustment to spell level)
†† New feat from the DRAGONLANCE Campaign Setting
††† New feat from this book.
Skills Concentration +29, Craft (alchemy) +18, Decipher Script +19, Heal +9, Intimidate +10, Knowledge (arcana) +42, Knowledge (history) +16, Knowledge (the planes) +30, Knowledge (religion) +20, Profession (herbalist) +11, Search +16, Sleight of Hand +10,
Spellcraft +46 (+48 with scrolls), Use Magic Device +11 (+15 with scrolls)
Possessions combat gear plus bracers of armor +6, Staff of Magius (+2 spell-storing quarterstaff, see below), dagger of Magius (+3 silver dagger, undetectable by magic or
searches when carried), black robes, herbalist’s supplies, scrolls, ink, writing supplies, traveling chest (trapped with CR 8 power word stun trap), dragon orb
Spellbook As the Master of the Tower of Palanthas, Raistlin has access to all common and unnamed spells from the Player’s Handbook, DRAGONLANCE Campaign Setting and other d20 DRAGONLANCE sourcebooks.
Black Robe Order Secrets (Su): Magic of Darkness 3/day (half the damage dealt by a chosen spell is negative energy damage), Magic of Fear (as full round action, cast any spell that deals damage and is normally a standard action in order to demoralize one target within 30 ft., Intimidate check gains bonus equal to spell level), Magic of Pain 3/day (spell that deals hit point damage causes target to suffer –2 penalty to attack rolls, skill checks, and ability checks for 1 round, Fort save DC 10 plus spell level negates, caster takes 1d6 damage).
High Arcana: Arcane fire, mastery of counterspelling (countered spells are turned back upon the caster), mastery of elements (change energy descriptor of spell cast), mastery of shaping (may create holes or unaffected areas within the area of spells cast), spell
power +1. Raistlin has permanently sacrificed one 5thlevel, one 6th-level, one 7th-level, one 8th-level and one 9th-level spell slots to master these abilities.
Lore (Ex): A loremaster has the ability to know legends or information regarding various topics, just as a bard can. The loremaster makes a lore check with a +15 bonus.
Master of the Tower Traits: Raistlin may prepare one bonus spell per level from the Knowledge, Magic or Necromancy cleric domains as arcane spells when he
prepares his other spells at the Tower, and gains spell resistance 23 within the Tower of Palanthas.
Staff of Magius: This +2 spell-storing quarterstaff was made famous by the legendary wizard Magius, but truly came into its own through its use by Raistlin Majere. The
following abilities reflect the additional power unlocked by Raistlin, and replace the base statistics provided on page 90 of the DRAGONLANCE Campaign Setting.
The staff grants the bearer spell resistance 23, a +6 deflection bonus to AC, and any spell cast by the bearer with the mind-affecting, air, or light descriptors may be extended, empowered, or enlarged as if the staff were a greater metamagic rod. Only one metamagic effect may be used on any given spell, but each effect may be used up to three times per day, and does not alter the level of the spell. In addition to its spell-storing quality, an archmage with the arcane fire ability may deliver his arcane fire damage through the staff as a melee touch attack. The staff has the following additional powers
usable at will—feather fall (on the bearer only), daylight (on the staff). CL 18th.
Lord Soth, Knight of the Black RoseMale death knight human fighter 7/rogue knight 10;
CR 22; Medium humanoid (human); HD 17d12; hp
133; Init +7; Spd 20 ft.; AC 27, touch 11, flat-footed 26;
Base Atk +17; Grp +24; Atk +28 melee (2d6+13/17-20,
+3 greatsword) or +24 melee (1d8+5 plus 1 Con, touch,
Will DC 23 halves damage and negates Con); Full Atk
+28/+23/+18/+13 melee (2d6+13/17-20, magic) or
+22 melee (1d8+5 plus 1 Con, touch, Will DC 23 halves
damage and negates Con); SA abyssal blast, fear aura,
spell-like abilities; SQ create skeletal warrior, damage
reduction 10/magic, darkvision 60 ft., immunity to cold,
electricity and polymorph¸ see invisibility, spell resistance
27, summon mount, undead followers, undead traits; AL
LE; SV Fort +12; Ref +7; Will +7; Str 24, Dex 14, Con —,
Int 10, Wis 15, Cha 20.
Skills and Feats: Diplomacy +12, Intimidate +25,
Knowledge (nobility) +10, Knowledge (religion) +5,
Ride +18. Cleave, Great Cleave, Honor-Bound, Improved
Critical (greatsword), Improved Initiative, Leadership,
Mounted Combat, Power Attack, Ride-By Attack, Trample,
Weapon Focus (greatsword)
Abyssal Blast (Su): 1/day, 20-ft-radius spread, range
1080 ft., 17d6 fire (half of damage is divine, not subject to
reduction by resistance to fire etc.), Reflex DC 23 half.
Create Skeletal Warrior (Su): A death knight may
transform a dead humanoid into a skeletal warrior
completely under its control. The process takes one hour
of uninterrupted concentration. Skeletal warriors created
count against the death knight’s total undead followers.
Desperate Strike (Ex): When the death knight is
flanked by two or more opponents, he gains a +4d6 bonus
to damage rolls in melee combat for as long as he remains
flanked. This ability has no effect on undead, constructs or
other creatures with no discernable anatomy or who are
immune to critical hits.
Dire Providence (Su): When a rogue knight takes
damage which would reduce him to 0 hit points or less,
he may make a Fortitude save (DC equals damage dealt)
to halve the damage. Note: Lord Soth’s other rogue knight
abilities associated with dire providence are no longer in
effect now that he is undead.
Fear Aura (Su): Creatures of less than 5 HD within 15
ft. of the death knight must succeed at a DC 23 Will save or
be affected as a fear spell cast by a 17th level wizard.
Honor’s Price (Ex): The rogue knight suffers a
-10 penalty to Charisma-based skill checks (except
for Intimidation) whenever he deals with his former
brotherhood or other Orders with a lawful code. He gains
a +10 bonus to Charisma-based skill checks when dealing
with the underworld, criminals or other dishonorable
individuals.
See Invisibility (Su): The death knight can see invisible
and ethereal creatures as if constantly under the effect of a
see invisibility spell.
Spell-Like Abilities: 1/day—detect magic, dispel magic,
power word (blind, kill or stun), symbol (fear DC 21 or pain
DC 20), wall of ice; Caster level 17th.
Summon Mount (Su): Once per day, as a full-round
action, the death knight may summon a nightmare (see
Monster Manual p. 194). The mount immediately appears
adjacent to the death knight and remains for 34 hours or
until dismissed as a free action. Each time the mount is
summoned, it appears in full health regardless of damage
it may have taken previously. If the mount is slain, it
immediately disappears, leaving behind any equipment it
was carrying. The death knight may not summon another
nightmare for thirty days after the former mount dies.
Turn Immunity (Ex): A death knight cannot be turned,
but it can be banished with a holy word spell as if it were
an evil outsider, which sends it to the Abyss.
Undead Followers (Su): A death knight attracts lesser
undead creatures that happen to exist within a 200-mile
radius. It may have up to 34 HD of undead followers at any
one time.
Possessions: +3 full plate, +3 greatsword.
Now a death knight serving Queen Takhisis, Lord Soth
is a tragic figure, doomed to undeath by his inability to
control his wayward passions.