Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). The character gains the benefits of a heroism spell for the next 200 minutes.įor the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage. The character gains 100 points of fire immunity, as if using protection from energy. Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain. He suffers a –4 penalty on Diplomacy and Stealth checks. The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect.įor the next week, the character emits a horrible smell. The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed).įor the next 24 hours, the character suffers a –2 penalty on all skill and ability checks. The character is blinded as with blindness/deafness (no saving throw). All three of these rolls are made with a –5 penalty on the knucklebone's die roll (minimum 1). The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). The character is affected by a harm spell (caster level 15th). He can only attempt this saving throw once a day. He can shake this compulsion only by succeeding a DC 25 Will saving throw. The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. The character gains 1 permanent negative level. For effects that are lost if the die is rolled again (such as #17) or a specific result is rolled (such as #14), the character is aware of this restriction. Roll a 20-sided die to determine the effect (see Table 7–13). It then takes its effect, based on the side immediately facing its caster. When the creature rolls the die, instead of falling to the floor it rolls upward in mid-air, stopping at the eye level of the creature who rolled it. When a creature holding the knucklebone of fickle fortune looks upon it, he sees that the bone is actually a perfectly shaped die with 20 sides, each side bearing a glowing red symbol of power. Only bathing it in a fire giant's blood can reverse its brittleness once shattered, nothing can do so.Īt first sight, the artifact appears to be nothing more than a piece of bone worn down to a near sphere, but when a creature picks it up, the knucklebone's true power and nature becomes apparent. Two, the hammer's range increment increases to 30 feet.Ī hammer of thunderbolts is destroyed if heated in a fire giant's forge and quenched in the blood of a good-aligned humanoid, which causes the iron of the hammer to become so brittle it shatters the next time it is used to strike. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates) the wielder is not immune to this effect. In the hands of a wielder who wears a belt of giant strength and knows the weapon is a hammer of thunderbolts (not just the +3 warhammer it appears to be), it becomes a +5 Large giant-bane returning thundering warhammer with the following two properties. This +3 Large returning warhammer deals 2d6 points of damage on a successful hit. The beacon of true faith is destroyed if its bearer turns against the worship of his deity to willingly embrace an opposite alignment.Īura strong evocation, necromancy, and transmutation CL 20th Lawful (golden flame): Dictum once per day on command. Good (white flame): Allies within 30 feet of the beacon gain the benefits of protection from evil and heroism.Įvil (black flame): Bearer is constantly under the effect of protection from good and may use harm twice per day. All of these are command-word activated.Ĭhaotic (violet flame): Word of chaos once per day on command. When held by a divine spellcaster, an outsider with an alignment subtype, or a creature of especially strong religious faith (GM's discretion, but usually requiring a feat or trait reflecting this devotion), the beacon gains additional powers based on the bearer's alignment. The torch holds an undying magical flame that requires no fuel or air, and in the hands of most creatures it simply functions as an everburning torch. The beacon of true faith takes the form of an ornate torch made of electrum. Even so, they are magic items that can no longer be created, at least by common mortal means. Minor artifacts are not necessarily unique items.
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