Secrets of the Church of Cyric (PEACH)

Post/Author/DateTimePost
#1

Mirtek

Aug 26, 2008 12:13:38
Skull blade

This unholy longsword bears the symbol of Cyric on the blade and hilt. Cyricists travelling incognito usually wrap the hilt wrap the hilt to prevent the symbol from being seen, but leave the mark on the blade uncovered.

Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Longsword

Enhancement: Attack rolls and damage rolls

Critical: +1d6 radiant and fire damage per plus

Power (daily): Free action: Use when you hit with a sneak attack. Increase the damage dice by one step (d6>d8; d8>10) or
Free action: Use when you hit with a prayer. The target takes 1d6 psychic damage (lvl 23 and 28: 2d6 psychic damage).

Special: This longsword functions as a holy symbol of Cyric, adding its enhancement bonus to attack rolls and damage rolls for followers of Cyric using power from the divine power source that use implements. You do not gain your weapon proficiency bonus to the attack roll when using a skull blade as an implement.

Special: This longsword allows a rogue to use his class exploits and paragon path features, but not feats, as if it were a light weapon.
#2

Mirtek

Aug 26, 2008 12:14:08
Flamestalker

I am the vengeance of the prince.

Prerequisite: Rogue class

You’re member of The Flames of the Dark Sun, a devout order of slayers affiliated with the Church of Cyric. Members of this group are sworn to uphold the true faith of the Prince of Lies and are rigorously trained in the art of assassination to a level of mastery unmatched anywhere else in the Realms.

Flamestalker Path features:

Cyric’s guidance (11th level): When you spend an action point to take an extra action you also can reroll any sneak attack die that comes up as a 1 as long as the dice comes up as something different.

Cyric’s cloak (11th level): You gain a +2 bonus to stealth, bluff and diplomacy checks.

Unholy slayer (16th level): You gain a damage bonus against bloodied foes equal to your charisma modifier.

Flamestalker exploits:

Slay them all! – Flamestalker Attack 11
Death to all infidels and heretics
Encounter – Martial, Weapon
Standard Action – Close burst 1
Requirement: You must be using a light weapon.
Target: Each enemy in burst you can see
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and you knock the target prone.

Deadly purpose - Flamestalker Utility 16
That’s the moment I have trained for!
Daily – Martial, Weapon
Minor Action – personal
Effect: Until the end of the encounter you increase the damage dice of any light weapon you wield by one size.

Tactical Flamestalking – Flamestalker Attack 20
You vanish in a burst of purple flames only to reappear next to your surprised victim
Daily – Divine, Weapon, Teleport
Standard Action – Melee weapon
Requirement: You must be using a light weapon.
Special : Before the attack teleport 5 squares. You must appear adjacent to an enemy against whom you gain combat advantage.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage.
Miss: half damage
#3

Mirtek

Aug 26, 2008 12:15:17
True Flamestalking
The power of Cyric sends his slayers on their way to fulfill his wishes
Level: 16
Category: Travel, Scrying
Time: 10 minutes
Duration: special
Component Cost: 3,600 gp
Market Price: 9,00 gp
Key Skill: Religion

You create a shortcut across the fabric of the world, linking two fires for a brief period of time. At your location you light a man-sized fire using precious herbs and salves as well as a picture of the intended victim and one of his personal belongings. At the end of the chanting the fire continues burning without consuming any fuel until another fire is lit in the vicinity of the victim. If this happens the fire turns purple and skulls can be seen in the flames.

A faithful Flamestalker assassin can now leap into the flames and instantly reappears from the fire in the vicinity of the victim opening combat with a surprise round.

The tunnel through reality stays open for only a few rounds and only as long as a fire is burning in the immediate vicinity of the victim (often made sure by having the first assassin carry a fire with him). Each round after the first assassin was sent through another assassin can follow.

At the end of the duration all assassins are dragged back to where they came from. As a minor action an assassin can chose to return prematurely and will also return prematurely if slain.

The size of flame at the targets location doesn’t matter and member of the Flames of the Dark Sun have terrified onlookers by appearing from flames as small as the victim lighting her pipe, slaying her with a quick slash across the throat and vanishing back into the dying flame before the dead victim hit the ground.

Religion Check Result Duration
19 or lower 6 rounds
20–24 7 rounds
25–29 8 rounds
30–39 9 rounds
40 or higher 10 rounds
#4

Mr_Miscellany

Aug 27, 2008 1:21:59
I'm still learning the 4E rules....are there any spells or rituals that would block the scrying nature of a True Flamestalking.

Damn if that isn't an awesome ritual, though.

Should we ask the mods to create a 4E Ritual Book thread? The one you've written here would be a good start!

Same goes for the magic item and Flamestalker path.
#5

Mirtek

Aug 27, 2008 3:22:55
I'm still learning the 4E rules....are there any spells or rituals that would block the scrying nature of a True Flamestalking.

I added the scyring keyword because the ritual somehow needs to know when a fire is started near the victim. I would say that anything that blocks scrying blocks the ritual.
Damn if that isn't an awesome ritual, though.

Thank you very much. The idea of flamestalking is from 2e Cloak and Dagger supplement where the Flames of the Dark Sun sect and their flamestalking were introduced (C&D didn't say how it works as it should be left to the DM to determine how they do it).

Here is a picture of a flamestalker slaying his victim from a candle flame. Pure awesome if you ask me.
Same goes for the magic item and Flamestalker path.

Thanks again