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| Rigil Kent03-08-04, 09:09 AM | I'm thinking of introducing this weapon in my ongoing D&D game (set in Greyhawk) for our martial priest of Pelor. Is it too much? Thanks in advance Final Rest, the Hallowed Mace Final Rest is an ancient weapon constructed millenia ago to combat the spreading evil of undeath. In the proper hands, it is a terrible foe. A Black Time Generations ago in the years after the Twin Cataclysms, a plague of undead swept across the Flaness. All manner of creatures born of the terrible magics wielded in the war between the Suel and Bakluni ravaged the land, slaying with wild abandon and turning far too many of their victims into maddened undead. Into this bleak time rode a powerful cleric of Pelor named Lanciral wielding a mace he called Final Rest. It had given to him, he claimed, by the Lord of Light himself who had further charged the cleric to stand against the forces of Unlife. Where Lanciral rode, undead fell and did not stir again. No one is quite sure what happened to Lanciral of the Mace; he rode into the wilderness alone and never returned. From time to time, the mace has reappeared though it can only be wielded by those faithful to Pelor. While not considered a relic to the Church of Pelor, such a weapon is a highly prized weapon to be wielded by the faithful. Check Required: Knowledge (history) DC 25 or Knowledge (religion – Pelor clerics only) DC 20. Requirements: Any character can wield Final Rest as a +1 ghost touch heavy mace. A faith scion who wields Final Rest gains additional special abilities if the character fulfills the following criteria. Religion: Must be a faithful follower of Pelor. Alignment: Any good. Base Attack Bonus: +6 Spells: Ability to cast protection from evil as a divine spell. Turning: Must be able to turn undead. Special: Must have survived a combat against an immensely power undead (CR 12 or higher). Special Abilities: Final Rest provides the following special abilities to its wielder, depending upon the character's level in the faith scion prestige class. Initial Abilities: When first acquired, Final Rest functions as a +1 ghost touch heavy mace. Anyone who wields it, whether a faith scion or not, benefits from these abilities. Bane (Undead): When wielded by a faith scion, Final Rest gains the bane (undead) special ability. Its enhancement bonus is treated as 2 points higher when attacking undead, and it deals an extra 2d6 points of damage on a successful strke against an undead creature. Turning: All levels in the faith scion prestige class are added to the wielder’s cleric class to determine his effective Turning level. Thus, a Clr9/FthScn3 is treated as a Clr12 in regards to turning undead. Enhancement Bonus: Final Rest’s enhancement bonus increases to +2 when the faith scion reaches 2nd level, to +3 when he reaches 5th level, to +4 when he reaches 8th level, and to +5 when he reaches 10th level.. Critical Hits: When facing a faith scion wielding Final Rest, an undead’s immunity to critical hits does not apply. This does not mean other characters fighting alongside the faith scion may inflict criticals however. Immunity (Ability Loss): At 4th level, a faith scion wielding Final Rest is immune to ability loss from undead attacks. If an undead creature inflicts ONLY ability loss on an attack, the faith scion takes no damage. Holy: At 5th level, Final Rest is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Extra Turning: At 6th level, a faith scion wielding Final Rest gains Extra Turning as a bonus feat. Immunity (Level Loss): At 7th level, a faith scion wielding Final Rest is immune to level loss from undead attacks. If an undead creature inflicts ONLY level loss on an attack, the faith scion takes no damage. Heighten Turning: At 9th level, a faith scion wielding Final Rest gains Heighten Turning as a bonus feat. |
| Rigil Kent03-09-04, 09:49 AM | Anybody? Anybody at all? |
| MoonHawk03-09-04, 10:48 AM | I like it! I do worry that it is a bit too powerful, but it's hard to say. If you feel that it is too powerful, the fix I'd suggest is in the immunity to level drain / ability drain power. That's pretty huge, as it makes several really scary undead into fluffy little kittens. Maybe be immune to temporary drain, and permanent drain becomes temporary, or maybe instead allow a second save or something. Like I said, I'm not sure it's too powerful, but if it is, it's because of those abilities. Overall, I think it's really cool. |
| askala303-09-04, 01:52 PM | First impression, nice and doesn't seem too powerful (unless only undead are fought) Originally posted by Rigil Kent Holy: At 5th level, Final Rest is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. The wording is redundant. I know it's simply the Holy property, but since the faith scion has to be good to get to level 5 to get the ability the negative level stuff is just unneeded. You could have the negative energy level from it happen to all evil that use it, removing the wording from the 5th level faith scion ability and listing it as a property of the weapon in general. I like your wording of Critical Hits, something about it makes me smile. [EDIT: fixed the quote] |
| Rigil Kent03-09-04, 03:05 PM | Regarding the "Holy" aspect, I just copied and pasted from the SRD. That'll show me, huh? And undead are definitely NOT going to be the only thing they fight. I'm thinking about incoporating the Incursion thing from Dragon so the githyanki will be making an appearance. It will be fun. :D |