Post by dmsteve on May 11, 2017 16:33:05 GMT
white florb / aka the well of souls (created for 3.5)
I am at a loss at the moment for powers to include as levels are gained but I have some ideas. Suggestions are welcome. I do hope this is the right place to post this.
requirements:
must be of good alignment
must have a god/religion with a set of values
This florb (clear container of liquid) is opened and allows the magical liquid to meld with the user, it rests inside of them. This item was created as a way to have legacy weapons in the game but not have them attached to a specific person. The player gains the following abilities.
-see through glamours
-don't age
-judge people's essence based on their god/religion and siphon their soul into the well (8th level) but you hear the voices of the innocent that you’ve killed (should you misjudge)
-take physical damage if you ignore opportunities to fulfill your purpose (Correct injustice)
-personal weapon is coated by the liquid and becomes made of light and can be drawn as a free action from no where
-lightbringer at 9th : Lightbringer (Su): You can use dancing lights, flare, or light at will as the spells, using a different command word for
each effect. The save DC is 10, or 10 + your Charisma modifier, whichever is higher.
-level 10 weapon enhancement +1
-level 10 blind eye of justice (powers till 14)
-level 10 White Florb covers the bounded with a white light. Their skin becomes holy and dangerous for the undead to touch (1d4 damage on contact).
-level 11 - start getting powers that are fueled off the well of souls
-level 11 -
Rituals: Activates when first faced with the task to judge someone and their actions, chooses correctly
2nd ritual: Accept the blind eye of justice
3rd ritual: Pick a man sentenced to death, read his soul, determine his innocence or guilt and punish accordingly
Ritual Costs: least 2,000 gp; lesser 13,500 gp; greater
38,000 gp.
As you gain levels your vision becomes more and more difficult to deal with. Visual skill checks get a negative. When you reach Level 10, you become blind. When you accept the blind eye of justice, you must remove your own eyes and the magical liquid fills your eyes. They are glowing white orbs of light. You gain true sight (as the spell true seeing).
Use Table 4–3 from the legacy weapon book for skill/hit point penalty.
Power ideas
wave of light - slashing through the air, you send a wave of light towards an enemy. 1d6 holy damage/ level (can be used 1/day)
Beacon of tranquility - 2/day as a move action, the pc can activate the beacon. Light emanates from the PC and their weapon. Enemies must make a will save (dc 10 + intimidate) or be forced to look away. They make this save only on activation. After 1 round the light subsides but the effect lasts for one minute. For one minute, anyone within 10 feet of the PC (white florb) including the PC gets +2 to attack and does 1d6 extra holy damage.
Prism - Holding up their weapon, the PC can split their light into different colors of the spectrum. Each color has a different effect. roll 1d6 to determine color that is separated out. (can only be used 2/encounter)
1. red - shoots hot light dealing fire damage (1d6/level)
2. orange - slows the target down giving them a -2 to hit
3. yellow - does holy damage (1d6/level - x2 if target is undead)
4. green - causes them to be nautious and vomit for 1d4 rounds
5. blue - puts them to sleep for 1d6 rounds or until they take damage
6. purple - does cold damage (1d6/level)
I am at a loss at the moment for powers to include as levels are gained but I have some ideas. Suggestions are welcome. I do hope this is the right place to post this.
requirements:
must be of good alignment
must have a god/religion with a set of values
This florb (clear container of liquid) is opened and allows the magical liquid to meld with the user, it rests inside of them. This item was created as a way to have legacy weapons in the game but not have them attached to a specific person. The player gains the following abilities.
-see through glamours
-don't age
-judge people's essence based on their god/religion and siphon their soul into the well (8th level) but you hear the voices of the innocent that you’ve killed (should you misjudge)
-take physical damage if you ignore opportunities to fulfill your purpose (Correct injustice)
-personal weapon is coated by the liquid and becomes made of light and can be drawn as a free action from no where
-lightbringer at 9th : Lightbringer (Su): You can use dancing lights, flare, or light at will as the spells, using a different command word for
each effect. The save DC is 10, or 10 + your Charisma modifier, whichever is higher.
-level 10 weapon enhancement +1
-level 10 blind eye of justice (powers till 14)
-level 10 White Florb covers the bounded with a white light. Their skin becomes holy and dangerous for the undead to touch (1d4 damage on contact).
-level 11 - start getting powers that are fueled off the well of souls
-level 11 -
Rituals: Activates when first faced with the task to judge someone and their actions, chooses correctly
2nd ritual: Accept the blind eye of justice
3rd ritual: Pick a man sentenced to death, read his soul, determine his innocence or guilt and punish accordingly
Ritual Costs: least 2,000 gp; lesser 13,500 gp; greater
38,000 gp.
As you gain levels your vision becomes more and more difficult to deal with. Visual skill checks get a negative. When you reach Level 10, you become blind. When you accept the blind eye of justice, you must remove your own eyes and the magical liquid fills your eyes. They are glowing white orbs of light. You gain true sight (as the spell true seeing).
Use Table 4–3 from the legacy weapon book for skill/hit point penalty.
Power ideas
wave of light - slashing through the air, you send a wave of light towards an enemy. 1d6 holy damage/ level (can be used 1/day)
Beacon of tranquility - 2/day as a move action, the pc can activate the beacon. Light emanates from the PC and their weapon. Enemies must make a will save (dc 10 + intimidate) or be forced to look away. They make this save only on activation. After 1 round the light subsides but the effect lasts for one minute. For one minute, anyone within 10 feet of the PC (white florb) including the PC gets +2 to attack and does 1d6 extra holy damage.
Prism - Holding up their weapon, the PC can split their light into different colors of the spectrum. Each color has a different effect. roll 1d6 to determine color that is separated out. (can only be used 2/encounter)
1. red - shoots hot light dealing fire damage (1d6/level)
2. orange - slows the target down giving them a -2 to hit
3. yellow - does holy damage (1d6/level - x2 if target is undead)
4. green - causes them to be nautious and vomit for 1d4 rounds
5. blue - puts them to sleep for 1d6 rounds or until they take damage
6. purple - does cold damage (1d6/level)