Circlet of the Sun [Archive] - Wizards Community

Post/Author/DateTimePost
Arisen_Demon

11-06-04, 07:58 AM
I am currently running a campaign and need to make a slight power shift. Usually Pelor (Sun God) is taking a bit of a beating cause i had some silly cleric who was a foolish about Pelor's Dogma and I, with reason, had him strioped of all his power as a cleric, he soon turned to Vecna and that was the end of him (Paladin in the party)

Anyway I now see the oppertunity to a great role playing hook. Basically the group is going dungeoning and I want them to find some gift of pelor that has been since long lost. - The Circlet of the Sun.

Circlet of the Sun (CotS)

CotS works like a staff thast has 50 charges with certain spells except it is a piece of head gear. It takes a standard action to use any one of the Spells.

Spells

Light - (2 charges)
Daylight - (6 charges)
Searing Light - (6 charges)
Sunbeam - (9 Charges)

Light - the circlet glows like a torch (20ft radius) as if light had been cast on it
Daylight - The Circlet sheds light (60ft radius) as if it is the center point of a Daylight spell.
Searing light - Like the spell cast at a CL 15
Sunbeam - Like the spell cast at CL 15 but only one beam and that beam is used on the round you activate the circlet

As an addition power to the Circlet the CoS regenerates charges at the rate of 1 per hour. CoS regentates only if the Circlet has been fully exposed to the sun for the whole hour. Daylight or similar effect but not simplay magical light such as Light do also regentate the CoS's charges.
Count a full day (dawn to dusk) as 10 hours of sunlight.

If a CoS is kept in darkness for more than 24 hours Cos begins to lose it charges at a rate of 1 charge per additional hour in darkness.

The circlet aslo protects the wearer from over exposure to the sun. Cos prevents ant wearer from becoming sunburnt and give a +4 to Fortitude vs Heat exhastion and similiar effects.

CoS can only be used by those who follow Pelor and keep to Pelor's Dogma. if the bearer of the Circlet is a cleric of Pelor with at least four levels the cirlet's spells do not use as many charges.
Light - 1 charge
Daylight - 4 charges
Searing Light - 4 charges
Sunbeam - 6 charges

I'm not too sure what one of these circlets should cost.
kSquared

11-06-04, 08:13 AM
Staff-like objects that can recharge their charges are usually either epic or very expensive. I'd change the description to something like this:

Circlet of the Sun: This golden headband shimmers with the light of day and always sheds illumination as bright as a torch. Mystic symbols in honor of Pelor are carved all around its shining edge. The wearer of a circlet of the sun receives a +4 bonus to his Fortitude saves against heat exhaustion, and is immune to sunburn.

At each day's sunrise, the circle of the sun has 8 charges, and can be used as a rod with the following powers:
Daylight (2 charge)
Searing light (3 charges)
Sunbeam (4 charges)

For each full hour of bright daylight to which the circlet is exposed, it regenerates 1 charge. The circlet can never hold more than 8 charges at a time. For each full two hours of darkness to which the circlet is exposed, it loses one charge. At each day's sunrise, however, the number of charges returns to 8.

Finally, a faithful cleric of Pelor can use each rod-like abilities at a cost of one charge less, though always at a minimum of 1 charge. All abilities are used at caster level 15th.
Arisen_Demon

11-09-04, 02:27 PM
Circlet of the Sun: This golden headband shimmers with the light of day and always sheds illumination as bright as a torch. Mystic symbols in honor of Pelor are carved all around its shining edge. The wearer of a circlet of the sun receives a +4 bonus to his Fortitude saves against heat exhaustion, and is immune to sunburn.

At each day's sunrise, the circle of the sun has 8 charges, and can be used as a rod with the following powers:
Daylight (2 charge)
Searing light (3 charges)
Sunbeam (4 charges)
For each full hour of bright daylight to which the circlet is exposed, it regenerates 1 charge. The circlet can never hold more than 8 charges at a time. For each full two hours of darkness to which the circlet is exposed, it loses one charge. At each day's sunrise, however, the number of charges returns to 8.

Finally, a faithful cleric of Pelor can use each rod-like abilities at a cost of one charge less, though always at a minimum of 1 charge. All abilities are used at caster level 15th.
//Quoted -- kSquared

KSquared - I must say your version of the CotS does make more sense but in teh end it does seem more powerful as a Cleric of Pelor use your Circlet could effectivly cast 5 sunbeams per day. Assuming the circlet gets 7 hours of sun light where as my more stafflike circlet the cleric would only be able to cast 1 sunbeam and one searing light.

So your version - i would say - is far more powerful.
And what would you think either vesrion would cost.

I think teh cost of my version is
300(Masterwork Staff) + (375 X 7 / 6 X 15) + (281.25 X 3 / 4 X 15) + (187.5 X 3 / 4 X 15) + (187.5 X 3 / 4 X 15) + (187.5 X 0.5 / 2 X 15) // From SRD
= 300 + 6562.5 + 3164.07 + 2086.88 + 703.13
12816.58 gp
PLUS
Whatever the +4 to fort and sunburn immunity (i think + 500 gp)
The Sunlight regeneration would add on (i think + 40% of original)
The darkness degeneration would subtract (i think - 20% of original)
the fact that it is slotless (althought this may not apply im not sure)
The cheapinging for Cleric of Pelor (i think + 15%)
Coming to a total of 23304.02gp

To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The cost for the materials is subsumed in the cost for creating the staff—375 gp x the level of the highest-level spell x the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp x the level of the spell x the level of the caster), plus one-half of the value of any other abilities (187.5 gp x the level of the spell x the level of the caster). Staffs are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.
// From SRD