Complete Divine - Relics rock!

So I finally got my copy of Complete Divine and I've been skimming through it. There's already a thread about the book in general, but I am too lazy to plow through all those posts to see if this is already being discussed. Hence, this new thread.

I think the Relics rock! Let me give an example of one, and then discuss its rockatiousness.

Complete Divine said:
Cudgel that Never Forgets: +2 axiomatic heavy mace; AL LN; Int 16, Wis 10, Cha 16; speech; 60 ft. darkvision and hearing; Ego score 16.

Lesser powers: continuous deathwatch, 10 ranks Intimidate (+13 modifier), cure moderate wounds 3/day.

Personality: A cudgel that never forgets speaks little except during combat, during which it reminds its wielder in stentorian tones about the transgressions of each enemy, whether witnessed personally... or assumed based on creature type.... The imprecations of a cudgel that never forgets counts as an attempt to demoralize an opponent with the Intimidate skill....

To use this relic, you must worship St. Cuthbert and either sacrifice a 7th-level divine spell slot or have the True Believer feat and at least 13 HD.
Now, why it rocks.

First, it's not just a generic magical mace. It has a personality, an agenda, and powers to back those up.

Second, it's powerful. Any player who reads this entry and has the appropriate character can't help drooling a bit. This kind of item puts the cool into D&D.

Third, and proceeding from the above, it's a built-in plot hook. So your PC cleric of St. Cuthbert wants to wield a cudgel that never forgets. Well, you've got to go on a quest for one -- you don't just find these relics lying around the local goblin lair. As both a player and a DM, I love items with built-in plot hooks.

Fourth, the PC has to give up something in order to use this powerful item. Now, we might debate whether a spell slot or a feat is really a lot to give, but in any case, it's not just a magic item that any old PC can pick up and use. You must make at least some commitment, in game terms.

Fifth, in Complete Divine you get (it appears) two relics for every core deity. That's a ton of cool magic items and built-in plot hooks! And it's good value for my money. New spells and PrC's are a dime-a-dozen these days, but genuinely interesting content is a rare find.

My kudos to the design team behind Complete Divine. You have put a smile on this crusty D&D veteran's face. :D
 

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Joshua Randall said:
Fourth, the PC has to give up something in order to use this powerful item. Now, we might debate whether a spell slot or a feat is really a lot to give, but in any case, it's not just a magic item that any old PC can pick up and use. You must make at least some commitment, in game terms.

What happens if you don't have the feat? What are the weapons powers then? I mean, it can still think and talk on its own as it is, it still has its own agenda, does it just choose not to use its active powers? Overall, I think a feat and spell slot are a silly way to balance a magic item.

Nice use of "imprecations" though.

Aaron
 

Relics are seemingly mundane items which, when holy energy of the correct type is channelled through them, provide miraculous benefits. It can't still think and talk on its own - it's dormant unless the right person is holding it.
 

tauton_ikhnos said:
Relics are seemingly mundane items which, when holy energy of the correct type is channelled through them, provide miraculous benefits. It can't still think and talk on its own - it's dormant unless the right person is holding it.

Does it radiate magic?


Aaron
 

Joshua Randall said:
I think the Relics rock! Let me give an example of one, and then discuss its rockatiousness.
(cutting out a whole lot of rockatiousness)

Oh, darn. I was so not going to buy this book. Now see what you've done, I have to buy it. And if I'm going to bother with the Complete Divine, then I might as well get Complete Warrior, too. Which leads to buying every book in the Complete series, because you can't just buy one, you know.

Pusher. :p ;) :D
 

Well, I have to agree with Joshua on the relics. They're great.

After reading the other thread, I got the impression that Complete Divine stunk. But I really like it; there's a fair number of ideas which I'll be using from the book.
 


eris404 said:
Oh, darn. I was so not going to buy this book. Now see what you've done, I have to buy it. And if I'm going to bother with the Complete Divine, then I might as well get Complete Warrior, too. Which leads to buying every book in the Complete series, because you can't just buy one, you know.

Pusher. :p ;) :D

Excellant, another one falls to the "dark side"...Mwahhahhahhah! :D
 

To clarify: whenever your cleric/druid/paladin/etc. gets spells, you can choose to sacrifice a spell slot to activate the relic for that day. Otherwise, it's inert. You can make your choice anew each day. So if you don't need the relic active for a while, you don't have to sacrifice the spell slot. Of course, an intelligent item might not appreciate being turned on and off at your whim!

Alternatively, anyone (not just clerics) can take the True Believer feat. The True Believer feat also gives you a +2 insight bonus on a save 1/day. Also, if you have enough HD, the feat enables you to use a relic, without sacrificing a spell slot (or even having a spell slot to sacrifice).

Finally, relics only work for characters of the appropriate diety. If a cleric of Hextor picks up a cudgel that never forgets, it does nothing -- even if the Hextorian has the True Believer feat.

eris404: now that you are hooked on Completion, your only solace will be to spread the addiction to someone else. :p
 
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Aaron2 said:
Does it radiate magic?
I believe they do - at least, no exception is specified, and a dweomer is listed under each one. But here's the line that I was referring to:

"That character must devote a measure of spiritual energy to keep open a divine connection between the relic he wields and his deity's power."

It also says that they don't function without the above connection.
 

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