Η τελευταία μου πινελιά στον Nechthor. Είναι ΤΟΣΟ καλό, που θα μπορούσα να πιώ ουίσκυ για πρωινό εκείνη την ημέρα που το έφτιαξα. Για την ακρίβεια, εκείνο το πρωί πήρα ρεπό από τη δουλειά επειδή απλά ξύπνησα με την ιδέα αυτού του πολύ κακού helmet καρφωμένη στο μυαλό μου και δεν επρόκειτο να ησυχάσω όλη μέρα αν δεν το έφτιαχνα. Στο τέλος της δημιουργίας δε, ήμουν τόσο psyched που βασικά το μοναδικό πράγμα που με εμπόδισε να πιώ ουίσκυ για πρωινό, είναι το γεγονός ότι... δεν είχα ουίσκυ στο σπίτι! Απαράδεκτο! Το σκίτσο είναι παρμένο από το concept sketch του Nechthor από τον μεγάλο... Γιάννη Ρουμπούλια! (...και όσον αφορά τα της ρομαντικής ιστορίας μεταξύ του Nechthor και του Rubus, αυτά θα τα αναλύσουμε σε μελλοντικό post!) Τα σχετικά spells & abilities που δίνει το κράνος, τα παραθέτω επακριβώς από το Player's Handbook 3,5 edition, επειδή πολύ απλά είναι αφόρητα σπαστικό να σου δίνουν ένα μαγικό αντικείμενο με ένα κάρο ιδιότητες που αντιστοιχούν σε ένα κάρο... παραπομπές σε αντίστοιχα βιβλία που θα πρέπει να κάνεις, προκειμένου να μπορέσεις να το χρησιμοποιήσεις! Όχι κύριος! Ή κάνουμε σωστές δουλειές, ή δεν τις κάνουμε ΚΑΘΟΛΟΥ!!! Και ναι, το "Invocation of the Scourge" είναι καινούριο ξόρκι από τον υποφαινόμενο! Αλλά και αυτό θα το αναλύσουμε ακόμα καλύτερα σε μελλοντικό post
The Eyes of Horror - Major artifact
This Act of God is only bestowed by the Scourge Himself to his most important and devout followers. It bears the horribly glowing red eyes and the grim visage of a Blood Golem of Hextor. In order to be worm, the crude, steel spikes on its inside (actually 6 iron arrows, projecting from the metal and paralleling the holy symbol of Hextor) must be lodged inside the wearer's skull and pierce his brain, thus killing him in the process. Then, the Helmet's magic activates, reviving the wearer and keeping him alive as long as he bears the favor of Hextor. Should the wearer fail to stand up to his Master's grace, or ever disappoint Him, the Helmet ceases functioning and the spikes unerringly kill the wearer. Once worm, it can never be removed again, without its wearer's demise. The Helmet provides a +7 profane bonus to AC. It fully protects the wearer against decapitation. It also has the following powers :
At will : Detect Thoughts
Divination [Mind-Affecting] Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: Will DC 14 negates; see text Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
At will, the wearer can send a telepathic message to anyone whose surface thoughts he is reading. (allowing two way communication)
Once per day : implant a Suggestion spell, along with his telepathic message
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level or until completed Saving Throw: Will DC 14 negates Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
3 times per day : a modified version of the spell Enlarge Person :
Casting Time: 1 round, Target: You, Duration: 1 min./level (D)
This spell causes your instant growth, doubling your height and multiplying your weight by 8. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to increased size. Your size increases to Large you have a space of 10 feet and a natural reach of 10 feet. Your speed does not change. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. All equipment worn or carried by you is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. This spell counters and dispels reduce person.
An especially devout wearer can communicate with Hextor himself. Once per day: Invocation of the Scourge
Casting Time: 10 minutes, Target: You, Duration: 1 round/level
You contact the Scourge of Battle. You may only ask questions that can be answered by a simple yes or no. The Scourge won't talk to you directly, but will telepathically imprint His response to your mind. You are allowed one such question per caster level. In cases where a one-word answer would be misleading or contrary to the Scourge's interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The Scourge will always structure His answers to further His own purposes. Should you dare to draw the Scourge's attention for a matter of lesser importance, should you lag, discuss the answers, or pay attention to anything else but His divine attention, the spell ends. Then, you are subjected to an Implosion spell from the very Scourge Himself. The spell automatically succeeds (no save allowed). After you die, your soul is transported to the Champion's Fortress in Acheron, and becomes His possession, forever. Material Component: Holy (or unholy) water and incense. XP Cost: 100 XP.