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<blockquote data-quote="DM-Rocco" data-source="post: 2491101" data-attributes="member: 14451"><p><strong>Session 36 - Audience with Pelor</strong></p><p></p><p><span style="font-size: 10px">Delvina arrived the same time the others had and in the same manner. A moment ago she and her companions where in the Outlands, having just narrowly escaped the Abyss, now they were in the blessed Fields of Elysium. They had arrived on this plane greeted by a riot of color that could only be the first level of Elysium, Amoria.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Delvina marveled at the brilliant green meadows dotted with starburst flowers, pools as deep blue as a jay’s plumage and silver clouds drifting against a perfect sky. The plane itself seems to vibrate with its own sense of life and intensity. It was usually a peaceful place and tranquility seemed to seep into the bones and souls of those that crossed it.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">While Devina marveled at the sight, Khael merely seemed withdrawn, as if he had be saddened to see such a sight. His recent death and subsequent resurrection had taught him many lessons, but this was deeper than a lesson, it was a torment. A reminder of what he had given up to return to the realm of the living.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Elysium consisted of four layers strung together by the myriad courses of the River Oceanus. The party took flight as their angelic guides lead them through the sweet-smelling pines and flowering trees along the banks giving way to open meadows and rolling fields. They made their way to Eronia, the second layer of Elysium. Over rising lands of steep hills, sharp-toothed mountains and white granite valleys they flew. These natural landscapes diverted the river again and again. On ward to Belierin they followed the rivers. Misty swamps and fog-bound marshes were quite the opposite of what they had expected. Here the river was no more than a tangled braid of slow-moving water through untouchable channels, with low, flooded sandbars and tangles of mangroves rising from it. Finally the tributaries flood the fourth and final layer of Elysium, Thalasia, the great head waters of River Oceanus.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Small rocky outcrops broke up the monotony of the vast Ocean waters and the ever constant shining Sun. They began to journey towards the ever shining sun, but the closer they came to the glowing sphere, the more it was evident that the Sun was not a Sun at all, but rather a strong hold set upon a massive mountain deep within the realm. The Fortress of the Sun, once known as Light’s Blessing, was the domain of the deity of Pelor, also known as the Sun Father and the Shinning One. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Pelor’s realm, once a vast manor surrounded by orchards, vineyards and rich farmlands for miles, was now a gold-plated citadel that formed a beacon atop Krigala, the Largest mountain Island in Thalasia. The Fortress of the Sun dominated the lands for a hundred miles around and was clearly visible from the shores of the Oceanus. It glowed like a beacon day and night providing continual daylight for a hundred miles in every direction. Those unfamiliar with the landscape easily mistook it for a natural sun.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Delvina, Khael, Katrina and Jarel were welcomed into the might fortress with open arms. Each was tended too by a separate attendant who healed wounds, cured maladies and comforted the companions with warm bathes and fine clothing. Each set aside fear and doubt and lived in the moment. Once they entered the realm, all cares and concerns left their minds. They quickly forgot the urgency in which they came. They forgot about Vecna’s return or the Bejeweled box that contained his black heart. For the first time in a long time, they were free to be themselves and enjoy and relax and soak in life.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">They lost track of time. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The journey they took from the first to the fourth layer of Elysium could not be measured in terms of time. It seemed to take forever, but at the same time, it seemed like they just left the Outlands. They had only just arrived in the Fortress of the Sun, but yet it seemed like they have enjoyed the creature comforts of this place the whole of their lives. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">On the night they arrived, they joined a throng of others from across the realms in a feast on the highest spire of the Sun Fortress where Pelor oversaw much of the Cosmos. They dressed in simple robes emblazoned with the Symbol of Pelor, a bright shinning sun with nine flames licking away from the center. Other than these simple robes, they had only sandals. As they entered the vast hall attendants removed their sandals and cleansed their feet and patted them dry with silken clothes. The vastness of the dinning chamber was only comparable to the vastness of Pelor’s guests. Angels and celestials of all kinds were just the tips of the ice burg in terms of guests from across the Cosmos. They were not to be out done by the shear size of the dinning area however. Several hundred yards in every direction the vast chamber stretched. Rows and rows of tables and chairs had been immaculately placed to feed tens of thousands of guests and everywhere there was light. A simple test of holding a foot slightly above the ground revealed that no matter what angle you hold your foot, light was always a constant. There were no shadows. Everything gave off light. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">At the very center of the large hall a platform rose into the air. Upon the raised dais was a large orate table made of solid gold. To the left or the right of the central figure where those who had been sainted by Pelor. Most of them races that were fairly common on the Prime Material Plane, but a few stood out, including two Solars. At the center of everything sat an older man in white with wild hair and a beard of shinning gold. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">This was Pelor.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">But it was not Pelor, but rather an Avatar of Pelor, as Delvina pointed out. She had been privy to glance her eyes upon the true form of Pelor and her eyes had been burned and melted from her eyes sockets for the effort. The mere fact that they could all look upon this old man and still see was a testament to the fact that this man was indeed an avatar. He was still a daunting figure, holding much respect and power.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Delvina wanted to engage Pelor’s avatar in a round of questions straight away, but his guardian had told him there was a time and a place for such things and this was not the time. The evening began with a live entertainment show while the dinners feasted on fruits and wine from all across the cosmos. Dinner courses were served while the entertainment continued. For the main course, a sliver tray was brought out before each dinner at the table and in unison, the attendants pulled off the huge lid from the serving tray to reveal whatever dish was most craved by the dinner in front of each tray.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">As they ate and drank and engaged in good conversation they felt braver, as if they could do anything. They felt more alive and energetic. Dinner went on for hours and finally died down. It was then that people from across the cosmos could have a public audience with the avatar of Pelor.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The center Dais was circular and petitioners approached from every angle. While just an avatar, Pelor was able to field many questions at once and from different angles, even without looking to who he was addressing.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“The Mordons are on the march again,” came one concern from a Archon behind him. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“The Blood War is spilling over into the Outlands again, would you like to intervene?” queried a man with golden skin and hair to Pelor‘s right.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Smithies are dieing across the cosmos and none of their souls are making their way to their final rest,” commented a Solar from a floating table fifty feet over the heads of the others.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Pelor answered many of the concerns before the question was even asked. He did not move his head or address any by name, he simply answered each concern without care to who he was addressing or what direction the questions came from or even the softness of some of the voices that could not quite carry the question to him. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">He knew the question and simply gave the answer.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Delvina and the others patiently awaited their turn. The lines to speak with Pelor were long and some questions had answers that could not be easily answered. Finally, after hours of listening to others voice their concerns and ask questions, Pelor turned his head to address Delvina. Her eyes ached and her head spun. Even though this was an avatar, he was no less powerful. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Why is Holy Word…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Your faith is strong, but at time it waivers. Believe in me and it shall not fail you.”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Delvina had a lump in her throat. She was a confident woman with much pride, but even this avatar made her feel weak and unsure of her self. The whole of the chamber stopped conversation to listen to Pelor now as he had waited for Delvina and her companions to go last. Every eye was on them and every ear attuned to the questions and answers.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“How do we open the bejeweled box…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“That is before my time…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Before you time…” chimed in Khael.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“It was created before my time here and while I have vast knowledge, there are things that even I do not know the answer to,” boomed the voice of Pelor.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“If we get it open, hoe do we destroy it…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Again, that was before my time…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“But…”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“Silence,” Pelor’s voice echoed in the chamber like a grumbling thunderstorm in the distance, “take this ancient tablet. It contains a spell of such epic power that you could travel back in time and perhaps learn the answers yourself. It will allow for travel for up to one week but you will be weak. You will be ethereal and may not be able to interact with those around you. You might be able to take possession of bodies, but it is not an easy process. If you die in the past, even I do not know what will happen to you in the present. You won’t be limited to a single time, you can move through time, but each time you do you split the spell and the harder it will be to control. I caution you, you cannot alter time, time is set. Those few who have tried have changed nothing and have been lost to time, fragmented in space.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“I now have a question for you, do you recognize this woman to my right?” When it became apparent that none of them recognized the Gith seated next to him he continued, “her name is Aan’achi a female Githyanki cleric, she was a prisoner of those in Castle Maure. Instead of treating her with compassion and mercy, you discarded her by shoving her in a bag of holding.” Delvina and Khael slumped to the ground in pain, “This is not the teachings of Pelor.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“ I teach that energy of life originates from the sun. That light brings strength to the weak and health to the injured, while destroying darkness and evil. I urge my followers to challenge the forces of corruption regressively, but also to remember that just as the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the true essentials of life; kindness,” another shock of pain ripped through them, “mercy,” Pelor’s voice thundered in rage, “ and compassion,” their world exploded in horror as the truth of their failure to protect the weak was revealed to all.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“She was bond and gagged and you didn’t even try to help her or understand her. You have now been marked by the sun God, fail me again and know my wrath.” Delvina and Khael looked at each others and could see the faint glow of the markings of Pelor’s symbol etched in their foreheads. Only the faithful could see them, but that was the same of it.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“You two,” he now addressed Katrina and Jarel, “do you travel with these two? Are your goals the same? Are your fates entwined?” He knew the answer, but he waited for them to answer yes on their own. “Then, I would ask of you all to relinquish off of your worldly possessions as a sacrifice to me and my church.” Again he knew the answer, but he waited for each of them to answer yes and they did, although it took many moments for Katrina to answer yes. “You have a foot hold on the other side of the mountain wall. You are now charged with bringing Saint Plathus, who now has the Ring of Pelor, back to your old keep to ignite the Nimbus of Light magic ritual, the Light of Purity. You shall now use this keep as a base point spread the word of Pelor to those in need. Remember, you must defeat Vecna, it is your most pressing concern, but also know that Acererak is not destroyed and many slaves are in the service of the evil empire and those are just concerns pressing you on the Prime Material Plane. The March of the Mordons has begun again, the Bloodwar is spilling over into other planes and smithies are disappearing from all over the cosmos. You have much to do to deserve a final rest at my side and no time to do it. Now, I suggest you remove yourself from my sight, lest I show you the nature of a Deities mercy.”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Each slowly left the grand hall as all eyes escorted them through the grand gates and there guides showed them to new quarters. Each was shown a new room, deprived of all belongings that they had previously known.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 10px"><span style="color: #ff0000">Note for those who are interested, the party was outfitted anew by Pelor and his attendants. If you wish to know what type of items they now possess, here are the items they received before leaving Pelor’s realm. If you are also wondering, they haven’t complained yet, and they shouldn’t because it is better than what they had, but I am sure it is only a matter of time<span style="font-family: 'Wingdings'">J</span> </span></span></p><p><span style="font-size: 10px"><span style="color: #ff0000"></span></span></p><p><span style="font-size: 10px"><span style="color: #ff0000"></span></span><span style="font-size: 10px"><strong>Stone Tablet </strong>- Pelor does not know how to destroy one of the first artifacts of the cosmos, it was before his time, but this time travel scroll will allow you to travel back in time once for one week. In that one week, you can jump around in the time stream, but the more you do so the harder it is to control. You can take nothing with you as you will not physically go back, but rather inhabit the bodies of those who lived back in that time. Also you will not have any powers that can effect the living as you will be ethereal. He is unsure if you can come back if you die. Don’t give me any, “a God knows everything crap!”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Everyone in the party gets the following:</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Amulet of the High Celestial - </strong>this brilliant sun shaped amulet has nine citrine flames licking nine diamond stars. This amulet has unknown powers and no amount of whining and stupid jokes about Pelor being not able to see in the future will get you more information ;p <em>For Dom and Dar this increases the amount of damage you do when casting spells with the fire descriptor or energy type fire by +2 for each die of damage when used against an evil creature, double this bonus against evil outsiders. Half of the bonus is sacred and half the damage is divine. For Khael and Delvina it can also act as Phylactery of Undead Turning (turn undead +4 level) and a Greater Holy Symbol (Empower turning at will -2 turn +2d6 dmg) 1wt but only if not hidden and not bad mouthed ;p</em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"><em></em><strong>Cloak of Celestial Charisma </strong>- +6 to charisma and you can convert one +1 level or higher spell slot into a +1 sacred bonus to your saving throw up to a max of a +6. This lasts one use or one round, whichever comes first, and you must declare this before your roll.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Two Gloves of Storing - </strong>can hold twice the normal weight</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Pelor’s Portable Wardrobe - </strong>By concentrating on the fabric of reality, standard action, and praying to Pelor, you bring into existence a wardrobe of up to ten feet in height, six feet in width and six feet in depth. One can store whatever would normally fit into such a space. It is complete with drawers and hanging poles and hook and whatever other features (don’t get nuts, I’ll take it away, you say you are going to put all the contents of the whole dungeon in the wardrobe, guess what happens) the user can think of. Each has a spirit of a petitioner of Pelor bound to it. They serve the owner until released and help in donning armor, changing clothes, bathing (not sex, perverts) cooking and general grooming. They can not be further from the portal than thirty feet and disappear if provoked or attack or the portal is dismissed or suppressed. The portal also can have a grooming table, hot and cold running water and even a tub.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Celestial Component Bag</strong> - creates any component with a cost 100 gold or under as a free action. Component lasts one round (no, you can‘t use it to summon massive amounts of components and sell them).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Bedroll of Warmth</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Water Skin of the Plenty</strong> </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>10 Vials of Moon Blood</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><strong><span style="font-size: 10px"><span style="color: #0000ff">Delvina-</span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span><span style="font-size: 10px">Maul of Pelor, +1 weapon enhancement, Thundering, returning, impacting, Bane weapon for undead and evil outsiders, seeking and distance </span></strong><span style="font-size: 10px">(1d10 crit 19-20x3, blunt 20 pounds) - This 5’ tall weapon, (try not to give me crap about your size, role-play) is a massive maul that requires an 18 strength to use effectively, otherwise you take a -4 penalty to hit. It can grow as tall as 8’ and when it does it deal triple damage to inanimate objects (not construct or undead). You must be at least 6’0” tall to wield it properly and since coming to Pelor’s realm, you have grown to this height. It was forged by Delvina with the aid of Pelor himself deep in the heart of his mountain palace in Oceania. It has ten quarter size slots for diamonds to be placed and two large baseball sized slots left for two other gems and one huge slot open on the top, also needing to be filled. Since coming to Pelor’s realm, he has helped you place 7 diamonds in the hammer.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Seven of the diamond slots have been filled, one giving it a +1 weapon enhancement, one giving it a thundering ability, one giving it a returning ability (you must sacrifice a 0thlevelor higher spell slot to have it return to you, you can call it by sacrificing a 2nd level or higher spell slot), one giving it an impacting ability, two giving it two bane abilities, one giving it a seeking ability and one giving it a distance ability. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">A weapon of this size must be wielded in two hands and is normally too large to be thrown effectively. This weapon, however, can be thrown up to 40 feet, 80 feet at -2, 120 at -4, 160 at -6, 200 at -8 and can be thrown up to 240 feet at a -10 penalty. If the wielder has a 26 strength he can throw it up to 480 feet at a -10 penalty as if it were a projectile weapon, basically doubling all ranges with the same penalties. The weapon can be thrown once per round as a standard action since you have to grab the hammer by its massive thong and let momentum build up by spinning it around in a circle before release. Throwing the weapon in this manner does triple base damage. On a successful critical hit it does an extra 2d8 points of damage 3d8 if thrown, with a x3 multiplier, x4 if thrown and the target must make a fortitude saving throw versus the wielders unmodified Will save (you can add your unmodified wisdom bonus to this) or be permanently deafened. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">At the end of the next round of combat the hammer returns to your hand. If you don’t have an 18 strength the hammer will break your arm as you try to catch it, if you have under a 14 strength the hammer will rip your arm off when you try to catch it. If you are unable to catch it, it falls in the next nearest square to you. It will try to break through objects to get to you in this manner. You cannot call the hammer, it just returns. It takes one round for the hammer to return and if you throw it five times within a two minute period, you become fatigued and must rest for one turn.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">When wielding it in melee, you may use a standard action to do double dice on an attack. You can do this for up to ten rounds within a two minute period otherwise you become fatigued. If you have over a 20 Constitution you can double the amount of time for throwing and melee. For every 5 points of Constitution you have over 20 you can double the number of rounds again. Remember that three doublings is a tripling, etc. You must name the weapon and call it by name for every use, otherwise it is just a +1 hammer with no powers.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Trumpet of Doom</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Full plate Ysgardian Heartwire-Mithril </strong>exalted, light fortification of command +5 (+8 armor, +4 max Dex, -4 armor check penalty weighs 25lbs) You get a +2 competence bonus on all chr check, including turn undead, skill checks and leadership scores, but not for spells. Troops under your control are braver than normal and in combat they get the benefit of a bless spell. Exalted allows you to take half damage from unholy weapons (from the unholy part) and you are constantly surrounded by a protection from evil. Also, you negate vile damage from weapons, and natural attacks, but not spells or other sources. You can also, three times per day, cast a mass prayer spell and 3 times a day cast a mass protection from evil. These spells have to be cast on at least 50 people under your command and the armor has to be visible in order to get its effect, they can effect up to 1,000 troops. *spirit of role-playing here, just for army situation, not personal party use* The armor also glows with the power of Pelor, a faint white light with a 5’ radius. When you are near Evil creatures it grows to 20’ radius and when you are near evil outsiders the area is flooded with a daylight spell equal to your level. This last ability needs to be fleshed out. Price 100,000gold</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Gauntlets of Relentless might, minor </strong>+4 to strength and constitution as a sacred bonus</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Winged Boots</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Helm of Pelor’s Unwavering Faith - </strong>You can convert your spells into paladin spells. You may convert a cleric spell of three levels or higher into a paladin spell. Example, you want to cast a holy sword spell, 4th level paladin spell, you have to convert a 7th level or higher cleric spell. You can’t add meta-magic feats, the helm as to be worn and visible and you can’t have bad mouthed Pelor or complained about Holy Word ;p</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 10px"><span style="color: #0000ff">Dar</span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span><span style="font-size: 10px">Possessions: </span></strong></p><p><strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px">Ysgardian Heartwire-Mirthil hybrid chain suit/Robes +4 enhancement, +2 twilight, light fortification, glamered, Empyreal: </span></strong><span style="font-size: 10px">This suit of armor is finely crafted suit of chain mail and was forged in the angelic heavens by the solars. It is made of mithril and re-enforced with Ysardian Heartwire. Each link is so small and pliable that one does not need training to wear this armor as it fits like a shirt or second skin. It has a +5 base to AC, a +4 armor enhancement, no spell failure chance, +8 max to dex, armor check penalty of -2, considered light armor that weighs 20 pounds and 25% immunity to critical hits and +2 AC to confirm a Critical hit against you </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>+3 dagger </strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Potion of Infallible Luck</strong> - For one day you have the best luck in the world</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Potion of the Black Cat - </strong>For one day everyone around you has the worst luck in the world</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Potion of Absolute Luck - </strong>For one day you have the best luck in the world and those around you have the worst luck ever.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 10px"><span style="color: #0000ff">Dom</span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span><span style="font-size: 10px">Star Mantle Robes of the Arch Mage</span></strong><span style="font-size: 10px">- these robes are made of an unknown cloth that is inky black with the exception of the celestial night constellation. You are unharmed by normal weapons as they shatter in a burst of light upon touching you. You are still harmed by magic and natural weapons, but you are allowed a DC15 reflex check to take half damage from these attacks. If you have evasion and make a save, you still only take half, not none. If you have improved evasion and make a save, you still only take half, not none. Also acts as a robe of the arch magi, +5 armor bonus to AC, 18 spell resistance, +4 bonus on all saving throws and a +2 bonus to overcome spell resistance.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>+3 dagger </strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><strong><span style="font-size: 10px"><span style="color: #0000ff">Khael</span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span></strong></p><p><strong><span style="font-size: 10px"><span style="color: #0000ff"></span></span><span style="font-size: 10px">Thigh Bone of the Avatar of Pelor - </span></strong><span style="font-size: 10px">The first Saint of Pelor’s church was granted the divine duty of Avatar of Pelor. Father Jorgin of the Morning Star, as he was known on the Prime Material Plane, fell to the might of Azzarack in the first reckoning. Both of his thigh bones were removed and given to Pelor’s faithful as weapons to combat evil. One was given to Plathus, who serves Pelor faithfully to this day. The other was given to Herita who was slain in the Nine Hells. While his body was recovered, Saint Jorgin’s thigh bone was never found. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Plathus, beyond the need of such mortal weapons, has given Khael Jorgin’s thigh bone. It is treated as a Heavy Mace +3, Evil Outsider Bane, impacting, flaming, Flaming Burst, Holy, 6wt The weapon is considered good aligned for purposes of overcoming damage reduction and when it strike undead it destroys them if they fail a fortitude saving throw versus your unmodified will save (you can add your unmodified wisdom bonus to this).</span></p><p><span style="font-size: 10px">Evil Outsider Bane = +5 vs. evil outsiders, +2d6 dmg vs. evil outsiders</span></p><p><span style="font-size: 10px">Flaming = 1d6 fire damage, half divine</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Flaming Burst = +1d6 fire dmg, crit +1d10 fire dmg, half divine</span></p><p><span style="font-size: 10px">Holy = good aligned, +2d6 dmg vs. evil</span></p><p><span style="font-size: 10px">Impacting = doubles threat range</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Full plate Ysgardian Heartwire-Mithril </strong>Glamered, Angelic, Sacred, ghost touch +3 (+8 armor, +4 max Dex, -4 armor check penalty weighs 25lbs) This armor is adorned with feather like patterns and other heavenly motifs. The armor increases the wearer’s enhancement bonus to AC by +1 against attacks from evil creatures. It also grants the user a +4 sacred bonus on saving throws against spells with the evil descriptor. A suit of armor with this quality also bestows upon the wearer a sacred bonus of +2 on all turning attempts. This armor is emblazoned with the symbol of Pelor and loses all powers when not clearly visible. An evil creature that dons the armor does not gain these benefits.100,000gold</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Winged Light Shield +3 </strong>ghost touch, This shield is emblazoned with the symbol of Pelor and loses all powers when not clearly visible. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>1wtstone - </strong>Celestial Brilliance (BoED94 - lvl 5 light, bright 120'/dim 120'; x2 light penalty; 1d6 dmg undead, 2d6 dmg evil outsider/undead harm by sun)</span></p><p><span style="font-size: 10px"><strong>Periapt of Wisdom </strong>+6 0wt</span></p><p><span style="font-size: 10px"><strong>Sacred Vessel</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Saint’s burial Shroud</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 2491101, member: 14451"] [b]Session 36 - Audience with Pelor[/b] [size=2]Delvina arrived the same time the others had and in the same manner. A moment ago she and her companions where in the Outlands, having just narrowly escaped the Abyss, now they were in the blessed Fields of Elysium. They had arrived on this plane greeted by a riot of color that could only be the first level of Elysium, Amoria. Delvina marveled at the brilliant green meadows dotted with starburst flowers, pools as deep blue as a jay’s plumage and silver clouds drifting against a perfect sky. The plane itself seems to vibrate with its own sense of life and intensity. It was usually a peaceful place and tranquility seemed to seep into the bones and souls of those that crossed it. While Devina marveled at the sight, Khael merely seemed withdrawn, as if he had be saddened to see such a sight. His recent death and subsequent resurrection had taught him many lessons, but this was deeper than a lesson, it was a torment. A reminder of what he had given up to return to the realm of the living. Elysium consisted of four layers strung together by the myriad courses of the River Oceanus. The party took flight as their angelic guides lead them through the sweet-smelling pines and flowering trees along the banks giving way to open meadows and rolling fields. They made their way to Eronia, the second layer of Elysium. Over rising lands of steep hills, sharp-toothed mountains and white granite valleys they flew. These natural landscapes diverted the river again and again. On ward to Belierin they followed the rivers. Misty swamps and fog-bound marshes were quite the opposite of what they had expected. Here the river was no more than a tangled braid of slow-moving water through untouchable channels, with low, flooded sandbars and tangles of mangroves rising from it. Finally the tributaries flood the fourth and final layer of Elysium, Thalasia, the great head waters of River Oceanus. Small rocky outcrops broke up the monotony of the vast Ocean waters and the ever constant shining Sun. They began to journey towards the ever shining sun, but the closer they came to the glowing sphere, the more it was evident that the Sun was not a Sun at all, but rather a strong hold set upon a massive mountain deep within the realm. The Fortress of the Sun, once known as Light’s Blessing, was the domain of the deity of Pelor, also known as the Sun Father and the Shinning One. Pelor’s realm, once a vast manor surrounded by orchards, vineyards and rich farmlands for miles, was now a gold-plated citadel that formed a beacon atop Krigala, the Largest mountain Island in Thalasia. The Fortress of the Sun dominated the lands for a hundred miles around and was clearly visible from the shores of the Oceanus. It glowed like a beacon day and night providing continual daylight for a hundred miles in every direction. Those unfamiliar with the landscape easily mistook it for a natural sun. Delvina, Khael, Katrina and Jarel were welcomed into the might fortress with open arms. Each was tended too by a separate attendant who healed wounds, cured maladies and comforted the companions with warm bathes and fine clothing. Each set aside fear and doubt and lived in the moment. Once they entered the realm, all cares and concerns left their minds. They quickly forgot the urgency in which they came. They forgot about Vecna’s return or the Bejeweled box that contained his black heart. For the first time in a long time, they were free to be themselves and enjoy and relax and soak in life. They lost track of time. The journey they took from the first to the fourth layer of Elysium could not be measured in terms of time. It seemed to take forever, but at the same time, it seemed like they just left the Outlands. They had only just arrived in the Fortress of the Sun, but yet it seemed like they have enjoyed the creature comforts of this place the whole of their lives. On the night they arrived, they joined a throng of others from across the realms in a feast on the highest spire of the Sun Fortress where Pelor oversaw much of the Cosmos. They dressed in simple robes emblazoned with the Symbol of Pelor, a bright shinning sun with nine flames licking away from the center. Other than these simple robes, they had only sandals. As they entered the vast hall attendants removed their sandals and cleansed their feet and patted them dry with silken clothes. The vastness of the dinning chamber was only comparable to the vastness of Pelor’s guests. Angels and celestials of all kinds were just the tips of the ice burg in terms of guests from across the Cosmos. They were not to be out done by the shear size of the dinning area however. Several hundred yards in every direction the vast chamber stretched. Rows and rows of tables and chairs had been immaculately placed to feed tens of thousands of guests and everywhere there was light. A simple test of holding a foot slightly above the ground revealed that no matter what angle you hold your foot, light was always a constant. There were no shadows. Everything gave off light. At the very center of the large hall a platform rose into the air. Upon the raised dais was a large orate table made of solid gold. To the left or the right of the central figure where those who had been sainted by Pelor. Most of them races that were fairly common on the Prime Material Plane, but a few stood out, including two Solars. At the center of everything sat an older man in white with wild hair and a beard of shinning gold. This was Pelor. But it was not Pelor, but rather an Avatar of Pelor, as Delvina pointed out. She had been privy to glance her eyes upon the true form of Pelor and her eyes had been burned and melted from her eyes sockets for the effort. The mere fact that they could all look upon this old man and still see was a testament to the fact that this man was indeed an avatar. He was still a daunting figure, holding much respect and power. Delvina wanted to engage Pelor’s avatar in a round of questions straight away, but his guardian had told him there was a time and a place for such things and this was not the time. The evening began with a live entertainment show while the dinners feasted on fruits and wine from all across the cosmos. Dinner courses were served while the entertainment continued. For the main course, a sliver tray was brought out before each dinner at the table and in unison, the attendants pulled off the huge lid from the serving tray to reveal whatever dish was most craved by the dinner in front of each tray. As they ate and drank and engaged in good conversation they felt braver, as if they could do anything. They felt more alive and energetic. Dinner went on for hours and finally died down. It was then that people from across the cosmos could have a public audience with the avatar of Pelor. The center Dais was circular and petitioners approached from every angle. While just an avatar, Pelor was able to field many questions at once and from different angles, even without looking to who he was addressing. “The Mordons are on the march again,” came one concern from a Archon behind him. “The Blood War is spilling over into the Outlands again, would you like to intervene?” queried a man with golden skin and hair to Pelor‘s right. “Smithies are dieing across the cosmos and none of their souls are making their way to their final rest,” commented a Solar from a floating table fifty feet over the heads of the others. Pelor answered many of the concerns before the question was even asked. He did not move his head or address any by name, he simply answered each concern without care to who he was addressing or what direction the questions came from or even the softness of some of the voices that could not quite carry the question to him. He knew the question and simply gave the answer. Delvina and the others patiently awaited their turn. The lines to speak with Pelor were long and some questions had answers that could not be easily answered. Finally, after hours of listening to others voice their concerns and ask questions, Pelor turned his head to address Delvina. Her eyes ached and her head spun. Even though this was an avatar, he was no less powerful. “Why is Holy Word…” “Your faith is strong, but at time it waivers. Believe in me and it shall not fail you.” Delvina had a lump in her throat. She was a confident woman with much pride, but even this avatar made her feel weak and unsure of her self. The whole of the chamber stopped conversation to listen to Pelor now as he had waited for Delvina and her companions to go last. Every eye was on them and every ear attuned to the questions and answers. “How do we open the bejeweled box…” “That is before my time…” “Before you time…” chimed in Khael. “It was created before my time here and while I have vast knowledge, there are things that even I do not know the answer to,” boomed the voice of Pelor. “If we get it open, hoe do we destroy it…” “Again, that was before my time…” “But…” “Silence,” Pelor’s voice echoed in the chamber like a grumbling thunderstorm in the distance, “take this ancient tablet. It contains a spell of such epic power that you could travel back in time and perhaps learn the answers yourself. It will allow for travel for up to one week but you will be weak. You will be ethereal and may not be able to interact with those around you. You might be able to take possession of bodies, but it is not an easy process. If you die in the past, even I do not know what will happen to you in the present. You won’t be limited to a single time, you can move through time, but each time you do you split the spell and the harder it will be to control. I caution you, you cannot alter time, time is set. Those few who have tried have changed nothing and have been lost to time, fragmented in space. “I now have a question for you, do you recognize this woman to my right?” When it became apparent that none of them recognized the Gith seated next to him he continued, “her name is Aan’achi a female Githyanki cleric, she was a prisoner of those in Castle Maure. Instead of treating her with compassion and mercy, you discarded her by shoving her in a bag of holding.” Delvina and Khael slumped to the ground in pain, “This is not the teachings of Pelor. “ I teach that energy of life originates from the sun. That light brings strength to the weak and health to the injured, while destroying darkness and evil. I urge my followers to challenge the forces of corruption regressively, but also to remember that just as the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the true essentials of life; kindness,” another shock of pain ripped through them, “mercy,” Pelor’s voice thundered in rage, “ and compassion,” their world exploded in horror as the truth of their failure to protect the weak was revealed to all. “She was bond and gagged and you didn’t even try to help her or understand her. You have now been marked by the sun God, fail me again and know my wrath.” Delvina and Khael looked at each others and could see the faint glow of the markings of Pelor’s symbol etched in their foreheads. Only the faithful could see them, but that was the same of it. “You two,” he now addressed Katrina and Jarel, “do you travel with these two? Are your goals the same? Are your fates entwined?” He knew the answer, but he waited for them to answer yes on their own. “Then, I would ask of you all to relinquish off of your worldly possessions as a sacrifice to me and my church.” Again he knew the answer, but he waited for each of them to answer yes and they did, although it took many moments for Katrina to answer yes. “You have a foot hold on the other side of the mountain wall. You are now charged with bringing Saint Plathus, who now has the Ring of Pelor, back to your old keep to ignite the Nimbus of Light magic ritual, the Light of Purity. You shall now use this keep as a base point spread the word of Pelor to those in need. Remember, you must defeat Vecna, it is your most pressing concern, but also know that Acererak is not destroyed and many slaves are in the service of the evil empire and those are just concerns pressing you on the Prime Material Plane. The March of the Mordons has begun again, the Bloodwar is spilling over into other planes and smithies are disappearing from all over the cosmos. You have much to do to deserve a final rest at my side and no time to do it. Now, I suggest you remove yourself from my sight, lest I show you the nature of a Deities mercy.” Each slowly left the grand hall as all eyes escorted them through the grand gates and there guides showed them to new quarters. Each was shown a new room, deprived of all belongings that they had previously known. [/size][size=2][color=#ff0000]Note for those who are interested, the party was outfitted anew by Pelor and his attendants. If you wish to know what type of items they now possess, here are the items they received before leaving Pelor’s realm. If you are also wondering, they haven’t complained yet, and they shouldn’t because it is better than what they had, but I am sure it is only a matter of time[font=Wingdings]J[/font] [/color][/size][size=2][b]Stone Tablet [/b]- Pelor does not know how to destroy one of the first artifacts of the cosmos, it was before his time, but this time travel scroll will allow you to travel back in time once for one week. In that one week, you can jump around in the time stream, but the more you do so the harder it is to control. You can take nothing with you as you will not physically go back, but rather inhabit the bodies of those who lived back in that time. Also you will not have any powers that can effect the living as you will be ethereal. He is unsure if you can come back if you die. Don’t give me any, “a God knows everything crap!” Everyone in the party gets the following: [b]Amulet of the High Celestial - [/b]this brilliant sun shaped amulet has nine citrine flames licking nine diamond stars. This amulet has unknown powers and no amount of whining and stupid jokes about Pelor being not able to see in the future will get you more information ;p [i]For Dom and Dar this increases the amount of damage you do when casting spells with the fire descriptor or energy type fire by +2 for each die of damage when used against an evil creature, double this bonus against evil outsiders. Half of the bonus is sacred and half the damage is divine. For Khael and Delvina it can also act as Phylactery of Undead Turning (turn undead +4 level) and a Greater Holy Symbol (Empower turning at will -2 turn +2d6 dmg) 1wt but only if not hidden and not bad mouthed ;p [/i][b]Cloak of Celestial Charisma [/b]- +6 to charisma and you can convert one +1 level or higher spell slot into a +1 sacred bonus to your saving throw up to a max of a +6. This lasts one use or one round, whichever comes first, and you must declare this before your roll. [b]Two Gloves of Storing - [/b]can hold twice the normal weight [b]Pelor’s Portable Wardrobe - [/b]By concentrating on the fabric of reality, standard action, and praying to Pelor, you bring into existence a wardrobe of up to ten feet in height, six feet in width and six feet in depth. One can store whatever would normally fit into such a space. It is complete with drawers and hanging poles and hook and whatever other features (don’t get nuts, I’ll take it away, you say you are going to put all the contents of the whole dungeon in the wardrobe, guess what happens) the user can think of. Each has a spirit of a petitioner of Pelor bound to it. They serve the owner until released and help in donning armor, changing clothes, bathing (not sex, perverts) cooking and general grooming. They can not be further from the portal than thirty feet and disappear if provoked or attack or the portal is dismissed or suppressed. The portal also can have a grooming table, hot and cold running water and even a tub. [b]Celestial Component Bag[/b] - creates any component with a cost 100 gold or under as a free action. Component lasts one round (no, you can‘t use it to summon massive amounts of components and sell them). [b]Bedroll of Warmth Water Skin of the Plenty[/b] [b]10 Vials of Moon Blood [/b][/size][b][size=2][color=#0000ff]Delvina- [/color][/size][size=2]Maul of Pelor, +1 weapon enhancement, Thundering, returning, impacting, Bane weapon for undead and evil outsiders, seeking and distance [/size][/b][size=2](1d10 crit 19-20x3, blunt 20 pounds) - This 5’ tall weapon, (try not to give me crap about your size, role-play) is a massive maul that requires an 18 strength to use effectively, otherwise you take a -4 penalty to hit. It can grow as tall as 8’ and when it does it deal triple damage to inanimate objects (not construct or undead). You must be at least 6’0” tall to wield it properly and since coming to Pelor’s realm, you have grown to this height. It was forged by Delvina with the aid of Pelor himself deep in the heart of his mountain palace in Oceania. It has ten quarter size slots for diamonds to be placed and two large baseball sized slots left for two other gems and one huge slot open on the top, also needing to be filled. Since coming to Pelor’s realm, he has helped you place 7 diamonds in the hammer. Seven of the diamond slots have been filled, one giving it a +1 weapon enhancement, one giving it a thundering ability, one giving it a returning ability (you must sacrifice a 0thlevelor higher spell slot to have it return to you, you can call it by sacrificing a 2nd level or higher spell slot), one giving it an impacting ability, two giving it two bane abilities, one giving it a seeking ability and one giving it a distance ability. A weapon of this size must be wielded in two hands and is normally too large to be thrown effectively. This weapon, however, can be thrown up to 40 feet, 80 feet at -2, 120 at -4, 160 at -6, 200 at -8 and can be thrown up to 240 feet at a -10 penalty. If the wielder has a 26 strength he can throw it up to 480 feet at a -10 penalty as if it were a projectile weapon, basically doubling all ranges with the same penalties. The weapon can be thrown once per round as a standard action since you have to grab the hammer by its massive thong and let momentum build up by spinning it around in a circle before release. Throwing the weapon in this manner does triple base damage. On a successful critical hit it does an extra 2d8 points of damage 3d8 if thrown, with a x3 multiplier, x4 if thrown and the target must make a fortitude saving throw versus the wielders unmodified Will save (you can add your unmodified wisdom bonus to this) or be permanently deafened. At the end of the next round of combat the hammer returns to your hand. If you don’t have an 18 strength the hammer will break your arm as you try to catch it, if you have under a 14 strength the hammer will rip your arm off when you try to catch it. If you are unable to catch it, it falls in the next nearest square to you. It will try to break through objects to get to you in this manner. You cannot call the hammer, it just returns. It takes one round for the hammer to return and if you throw it five times within a two minute period, you become fatigued and must rest for one turn. When wielding it in melee, you may use a standard action to do double dice on an attack. You can do this for up to ten rounds within a two minute period otherwise you become fatigued. If you have over a 20 Constitution you can double the amount of time for throwing and melee. For every 5 points of Constitution you have over 20 you can double the number of rounds again. Remember that three doublings is a tripling, etc. You must name the weapon and call it by name for every use, otherwise it is just a +1 hammer with no powers. [b]Trumpet of Doom Full plate Ysgardian Heartwire-Mithril [/b]exalted, light fortification of command +5 (+8 armor, +4 max Dex, -4 armor check penalty weighs 25lbs) You get a +2 competence bonus on all chr check, including turn undead, skill checks and leadership scores, but not for spells. Troops under your control are braver than normal and in combat they get the benefit of a bless spell. Exalted allows you to take half damage from unholy weapons (from the unholy part) and you are constantly surrounded by a protection from evil. Also, you negate vile damage from weapons, and natural attacks, but not spells or other sources. You can also, three times per day, cast a mass prayer spell and 3 times a day cast a mass protection from evil. These spells have to be cast on at least 50 people under your command and the armor has to be visible in order to get its effect, they can effect up to 1,000 troops. *spirit of role-playing here, just for army situation, not personal party use* The armor also glows with the power of Pelor, a faint white light with a 5’ radius. When you are near Evil creatures it grows to 20’ radius and when you are near evil outsiders the area is flooded with a daylight spell equal to your level. This last ability needs to be fleshed out. Price 100,000gold [b]Gauntlets of Relentless might, minor [/b]+4 to strength and constitution as a sacred bonus [b]Winged Boots Helm of Pelor’s Unwavering Faith - [/b]You can convert your spells into paladin spells. You may convert a cleric spell of three levels or higher into a paladin spell. Example, you want to cast a holy sword spell, 4th level paladin spell, you have to convert a 7th level or higher cleric spell. You can’t add meta-magic feats, the helm as to be worn and visible and you can’t have bad mouthed Pelor or complained about Holy Word ;p [/size][b][size=2][color=#0000ff]Dar [/color][/size][size=2]Possessions: Ysgardian Heartwire-Mirthil hybrid chain suit/Robes +4 enhancement, +2 twilight, light fortification, glamered, Empyreal: [/size][/b][size=2]This suit of armor is finely crafted suit of chain mail and was forged in the angelic heavens by the solars. It is made of mithril and re-enforced with Ysardian Heartwire. Each link is so small and pliable that one does not need training to wear this armor as it fits like a shirt or second skin. It has a +5 base to AC, a +4 armor enhancement, no spell failure chance, +8 max to dex, armor check penalty of -2, considered light armor that weighs 20 pounds and 25% immunity to critical hits and +2 AC to confirm a Critical hit against you [b]+3 dagger Potion of Infallible Luck[/b] - For one day you have the best luck in the world [b]Potion of the Black Cat - [/b]For one day everyone around you has the worst luck in the world [b]Potion of Absolute Luck - [/b]For one day you have the best luck in the world and those around you have the worst luck ever. [/size][b][size=2][color=#0000ff]Dom [/color][/size][size=2]Star Mantle Robes of the Arch Mage[/size][/b][size=2]- these robes are made of an unknown cloth that is inky black with the exception of the celestial night constellation. You are unharmed by normal weapons as they shatter in a burst of light upon touching you. You are still harmed by magic and natural weapons, but you are allowed a DC15 reflex check to take half damage from these attacks. If you have evasion and make a save, you still only take half, not none. If you have improved evasion and make a save, you still only take half, not none. Also acts as a robe of the arch magi, +5 armor bonus to AC, 18 spell resistance, +4 bonus on all saving throws and a +2 bonus to overcome spell resistance. [b]+3 dagger [/b][/size][b][size=2][color=#0000ff]Khael [/color][/size][size=2]Thigh Bone of the Avatar of Pelor - [/size][/b][size=2]The first Saint of Pelor’s church was granted the divine duty of Avatar of Pelor. Father Jorgin of the Morning Star, as he was known on the Prime Material Plane, fell to the might of Azzarack in the first reckoning. Both of his thigh bones were removed and given to Pelor’s faithful as weapons to combat evil. One was given to Plathus, who serves Pelor faithfully to this day. The other was given to Herita who was slain in the Nine Hells. While his body was recovered, Saint Jorgin’s thigh bone was never found. Plathus, beyond the need of such mortal weapons, has given Khael Jorgin’s thigh bone. It is treated as a Heavy Mace +3, Evil Outsider Bane, impacting, flaming, Flaming Burst, Holy, 6wt The weapon is considered good aligned for purposes of overcoming damage reduction and when it strike undead it destroys them if they fail a fortitude saving throw versus your unmodified will save (you can add your unmodified wisdom bonus to this). Evil Outsider Bane = +5 vs. evil outsiders, +2d6 dmg vs. evil outsiders Flaming = 1d6 fire damage, half divine Flaming Burst = +1d6 fire dmg, crit +1d10 fire dmg, half divine Holy = good aligned, +2d6 dmg vs. evil Impacting = doubles threat range [b]Full plate Ysgardian Heartwire-Mithril [/b]Glamered, Angelic, Sacred, ghost touch +3 (+8 armor, +4 max Dex, -4 armor check penalty weighs 25lbs) This armor is adorned with feather like patterns and other heavenly motifs. The armor increases the wearer’s enhancement bonus to AC by +1 against attacks from evil creatures. It also grants the user a +4 sacred bonus on saving throws against spells with the evil descriptor. A suit of armor with this quality also bestows upon the wearer a sacred bonus of +2 on all turning attempts. This armor is emblazoned with the symbol of Pelor and loses all powers when not clearly visible. An evil creature that dons the armor does not gain these benefits.100,000gold [b]Winged Light Shield +3 [/b]ghost touch, This shield is emblazoned with the symbol of Pelor and loses all powers when not clearly visible. [b]1wtstone - [/b]Celestial Brilliance (BoED94 - lvl 5 light, bright 120'/dim 120'; x2 light penalty; 1d6 dmg undead, 2d6 dmg evil outsider/undead harm by sun) [b]Periapt of Wisdom [/b]+6 0wt [b]Sacred Vessel Saint’s burial Shroud [/b][/size] [/QUOTE]
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The TOMB Of HORRORS Updated 08/17/05
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