Clearly you are not a TRUE worshipper. Vecna is displeasedSpoonweaver wrote:I meant levistus not vecna. all these deity names are hard to keep straight.
Sorry about that.
Castle Clover: METACHAT
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Actually been thinking about how to get rid of Vecna's shrine if there is one. Maybe have Kalar's skellies swarm it and then attempt to dismantle? Heh, who knows. If it's Levistus' though, that might be more doable. Still dangerous though.
Being from the third world, I reserve the right to speak in the third person.
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Well, I seem to have been making this mistake for a while and might need to go back and retroactively change a few things. It shouldn't be too big a deal, but in general some of the references to Vecna don't apply, as Vecna should have just recently learned of castle amber/averoigne.
The clues were meant to point towards Levitus. I do believe it was just the shrine and the symbol however.
UPDATE: The symbol above the shrine will actually remain as Vecna however. The symbol was a recent hastily added addition, made after the skeleton reached Nath's dungeon.
The clues were meant to point towards Levitus. I do believe it was just the shrine and the symbol however.
UPDATE: The symbol above the shrine will actually remain as Vecna however. The symbol was a recent hastily added addition, made after the skeleton reached Nath's dungeon.
Last edited by Spoonweaver on Tue Jul 28, 2015 7:12 pm, edited 1 time in total.
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Holy crap that's a lot of damage.
Is Voulton in danger of dying right now? Or is he regenerating enough that he's not going to die right away? The one time Bridge of Sound or Air Walk would have been useful, and I didn't prepare them for the day =p And unfortunately no cure critical wounds at the moment, just the 1d8+1 glove. I think Rob can do cure serious?
Also, Kalar didn't send all of the skellies in. I posted that he gave pretty much the same orders as before so at most he's lost 3 + 2 + 2 skeletons.
Is Voulton in danger of dying right now? Or is he regenerating enough that he's not going to die right away? The one time Bridge of Sound or Air Walk would have been useful, and I didn't prepare them for the day =p And unfortunately no cure critical wounds at the moment, just the 1d8+1 glove. I think Rob can do cure serious?
Also, Kalar didn't send all of the skellies in. I posted that he gave pretty much the same orders as before so at most he's lost 3 + 2 + 2 skeletons.
Last edited by BMR on Sat Aug 01, 2015 4:29 pm, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
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Voulton is at -2 HP and I think Spoony said he regenerates at a rate of something a minute which isn't enough to outpace the normal "You're losing X HP a round" stuff... but my fort save's pretty good so I might stabilize, if I remember how it works right.
None of that is the real problem. The real problem is that Voulton is heavy and is 100 feet down a hole. Recovery could be tricky. On the other hand, if anyone else has ever fallen for this trap there could be good stuff down here... but on the third hand, once the trap resets there's probably not a good way out and might even be some kinda incinerator to clean things up.
TL;DR: Voulton is indeed in danger of dying right now, unless that werewolf's ring works way better than we've previously discussed... but then again, Voulton's never been downed before so who knows. Even 3 hp would help!
None of that is the real problem. The real problem is that Voulton is heavy and is 100 feet down a hole. Recovery could be tricky. On the other hand, if anyone else has ever fallen for this trap there could be good stuff down here... but on the third hand, once the trap resets there's probably not a good way out and might even be some kinda incinerator to clean things up.
TL;DR: Voulton is indeed in danger of dying right now, unless that werewolf's ring works way better than we've previously discussed... but then again, Voulton's never been downed before so who knows. Even 3 hp would help!
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Kalar has the slippers of spiderclimb in Bill's saddlebags. He could walk down there to begin healing Voulton up and then tie the rope around him. Of course, while having aforementioned safety rope on as well, heh. However, Rob might be a better candidate as he has more powerful healing spells than Kalar right now. Kalar only has his glove, which can certainly heal Voulton up all the way, but it will take time. Alternatively, we could just have a skelly go down and tie the rope to Voulton, and then have Bill haul him up. Bill is definitely strong enough to do the job.
As for regenerating though, if you've already begun doing so, then I think you've stabilized. Unless all the damage you took was nonlethal? I can't recall exactly how regeneration works.
As for regenerating though, if you've already begun doing so, then I think you've stabilized. Unless all the damage you took was nonlethal? I can't recall exactly how regeneration works.
Being from the third world, I reserve the right to speak in the third person.
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Having the ability regenerate instantly stabilizes you. So, you're not bleeding out.
However, now there's a gibbering mouther to deal with too.
Oh, and I can change the number of skeletons lost. Heh, sorry for assuming.
Changed "he regreted sending all" to "he regretted sending so many"
However, now there's a gibbering mouther to deal with too.
Oh, and I can change the number of skeletons lost. Heh, sorry for assuming.
Changed "he regreted sending all" to "he regretted sending so many"
Last edited by Spoonweaver on Sat Aug 01, 2015 10:44 pm, edited 3 times in total.
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Would seem so. And it lasts for 1d4 rounds. Would seem that we just might be screwed here =p
If we do survive, I'm going to have Kalar make this item for situations like these:
Necklace of Undead Hiding
This necklace contains five stones strung onto a leather cord. Each stone is carved into the shape of a crude skull. Each stone can be removed and thrown to the ground, destroying the stone and activating it. The stone explods in a burst of divine energy, affecting up to four people standing within 5 feet of where the stone was cast. For the next forty minutes, those affected cannot be detected by undead by any means. Any individual interacting with undead in any way will prematurely end the spell for all affected. In addition, all undead receive a -2 on all Spot, Listen, and Search checks to locate the individual wearing this necklace. Once all five stones are used, the necklace loses all power and becomes a simple leather cord.
Spell Used: Hide from Undead
Spell Level: 1
Caster Level: Lowered to 4
Single use, use-activated: 1 (spell level) × 4 (caster level) × 50 gp = 200 gp
Arbitrary (Has five stones, provides additional effect.): 200 gp + 550% = 1,300 gp
Final Cost: 1,300 gp & 52 xp (2 days)
If we do survive, I'm going to have Kalar make this item for situations like these:
Necklace of Undead Hiding
This necklace contains five stones strung onto a leather cord. Each stone is carved into the shape of a crude skull. Each stone can be removed and thrown to the ground, destroying the stone and activating it. The stone explods in a burst of divine energy, affecting up to four people standing within 5 feet of where the stone was cast. For the next forty minutes, those affected cannot be detected by undead by any means. Any individual interacting with undead in any way will prematurely end the spell for all affected. In addition, all undead receive a -2 on all Spot, Listen, and Search checks to locate the individual wearing this necklace. Once all five stones are used, the necklace loses all power and becomes a simple leather cord.
Spell Used: Hide from Undead
Spell Level: 1
Caster Level: Lowered to 4
Single use, use-activated: 1 (spell level) × 4 (caster level) × 50 gp = 200 gp
Arbitrary (Has five stones, provides additional effect.): 200 gp + 550% = 1,300 gp
Final Cost: 1,300 gp & 52 xp (2 days)
Last edited by BMR on Mon Aug 03, 2015 5:55 am, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
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Also going to make these three sets of gauntlets (well, make two of them and improve the last one). They should come in handy for situations like these.
Gauntlets of Divine War
Once per day, the wearer of these gloves may activate them with the word "deimartel". Upon doing so, whatever weapon the wearer was holding begins to glow with powerful divine energy.
For the next three rounds, the weapon is treated as being a reach weapon, doubling the wearer's natural reach. In addition, that weapon becomes aligned to one of the wearer's alignments for the purpose of overcoming damage resistance. All attacks made during the three rounds have a +2 bonus to attack and damage (including any bonus attacks from having a high base attack bonus) and any struck by the weapon receive an additionl 1d8+1 damage. Whenever a creature is struck by the weapon, a powerful sound not unlike a massive gong being struck occurs and all within 10 feet of the creature (not including the wearer of the gauntlets) takes 1d8 sonic damage and must make a DC 19 Fort save or become stunned for 1 round. Lastly, any humanoid directly struck by the weapon must succeed on a DC 19 Will save or become paralyzed for 3 rounds. This last paralysis effect has no effect on creatures that are not humanoid.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Once the three rounds are over, the divine energy leaves the wearer of the gloves, leaving him Fatigued. If the wearer was already fatigued, he instead becomes Exhausted. The surge of divine energy also leaves the wearer Dazed for one round. If the wearer prematurely ended the spell effect, he instead becomes immediately exhausted and becomes Dazed for three rounds.
Spell Used: Spiritual Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Align Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Hold Person
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Sound Burst
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Spiritual Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Align Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bull's Strength)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Hold Person)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Sound Burst)
Starting Base: 75,600 gp
Charges per day: 75,600 gp / (5 / 1 charges per day) = 15,120 gp
Require Class (Fighter): 15,120 gp - 30% = 10,584 gp
Arbitrary (The weapon cannot attack independently as with Spiritual Weapon; Limited in what alignments can be chosen; Effects of Bull's Strength only apply to the attacks and last only for 3 rounds rather than 30; Fatigues and Dazes the user): 10,584 gp - %50 = 5,292 gp
Final Cost: 5,292 gp & 212 xp (6 days)
Gauntlets of Divine Rage
Once per day, when raging, the wearer of these gauntlets can activate them with the command word "deifuror". Upon activating them, the duration of the wearer's rage is shortened to three rounds, but she receives various benefits.
First, the wearer erupts into flames; these flames do no damage to the wearer, but any creature grappled receives 6d6 points of fire damage. This sight is so terrifying that any creature with less than 5 HD who views the barbarian in this state becomes frightened on a failed DC 18 Will save. The wearer's weapon also becomes engulfed in an aura of shadowy claws and teeth which scream and chant with unholy vigor. Any creature struck by the wearer takes an additional 4d6+3 points of damage and must make a DC 19 Will save or become frightened. This fear effect is not limited to the 5 HD of the previous fear effect. The divine energy channeled this way is so powerful though, that each time the wearer strikes a creature, she takes 5 points of divine damage from the sheer amount of power coursing through her. In addition, the blows made while using these gloves in a rage are so powerful that they can shatter bone. Any creature struck must succeed on a DC 19 Fort save or take 1d3 points of Constitution damage. A successful Fort save halves the damage or negates it if the damage would have been 1 point.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Once the three rounds are over, the divine energy leaves the wearer of the gloves, leaving her Exhausted. The surge of divine energy also leaves the wearer Dazed for one round. If the wearer prematurely ended the spell effect, she takes 3d8 points of damage and becomes Dazed for three rounds.
Spell Used: Balor Nimbus (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Blood (Player's Handbook II)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Cause Fear
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bone Blast
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Balor Nimbus)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Blood)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bull's Strength)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Cause Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bone Blast)
Starting Base: 91,800 gp
Charges per day: 91,800 gp / (5 / 1 charges per day) = 18,360 gp
Require Class (Barbarian): 18,360 gp - 30% = 12,852 gp
Arbitrary (Blade of Pain and Fear only lasts 3 rounds as opposed to 30; Bull's Strength applies only to damage, not attack or any other effects; Exhausts and Dazes the wearer): 12,852 gp - %50 = 6,426 gp
Final Cost: 6,426 gp & 258 xp (7 days)
Gloves of Divine Pride
This is an additional enchantment for Kalar's already pretty heavily enchanted gloves.
Once per day, the wearer of these gauntlets can activate them with the command word "deifastus". In addition, because of the power involved, the wearer must expend a 5th level spell in order to activate the gloves.
Upon activation, the the wearer of these gloves is shrouded in cold and clammy darkness out to 10 feet for three rounds. All creatures except the wearer of the gloves has a 20% miss chance because of this darkness. In addition, any except for the wearer caught in this darkness stands enthralled by the darkness for the duration of the spell on a failed DC 19 Will save. If these creatures are attacked, they can break free of the enthrallment, but only for the creature attacked. Even if they break free of this enthrallment, so long as they stay within the area of effect, they receive a -3 penalty on all attack rolls, saving throws, ability checks, and skill checks.
Whatever weapon the wearer of the gloves was holding becomes enveloped in a shadowy aura of gnashing teeth and claws. Any struck by the wearer must succeed on a DC 19 Will save or become frightened. On a failed DC 19 Fort save, any struck are also infected with a necrotic cyst. Lastly, for the duration of the effect, the wearer of the gloves cannot be turned or rebuked.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Because of the sheer divine energy channeled by these gloves, after the three rounds are over, the wearer becomes Dazed for 1 round. The wearer also takes 3d8 points of damage as the divine energy from the activation leaves his body. If the wearer prematurely ends the spell, he instead takes 6d8 points of damage.
Spell Used: Darkness
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Enthrall
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Wave of Grief (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Necrotic Cyst (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Divine Interdiction (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Darkness)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Enthrall)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Wave of Grief)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Necrotic Cyst)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Divine Interdiction)
Starting Base: 91,800 gp
Charges per day: 91,800 gp / (5 / 1 charges per day) = 18,360 gp
Require Class (Cleric): 18,360 gp - 30% = 12,852 gp
Arbitrary (The darkness effect only goes out to 10 feet as opposed to 20, also lasts for only 3 rounds as opposed to 30; Divine Interdiction does not cut off an enemy cleric's domain powers; Enthrall lasts only 3 rounds as opposed to one hour; Blade of Pain and Fear only lasts for 3 rounds as opposed to 30; Requires a 5th level spell to activate and Dazes the character after use): 12,852 gp - %50 = 6,426 gp
Add to existing: 6,426 gp × 1.5 = 9,639 gp
Final Cost: 9,639 gp & 386 xp (10 days)
Gauntlets of Divine War
Once per day, the wearer of these gloves may activate them with the word "deimartel". Upon doing so, whatever weapon the wearer was holding begins to glow with powerful divine energy.
For the next three rounds, the weapon is treated as being a reach weapon, doubling the wearer's natural reach. In addition, that weapon becomes aligned to one of the wearer's alignments for the purpose of overcoming damage resistance. All attacks made during the three rounds have a +2 bonus to attack and damage (including any bonus attacks from having a high base attack bonus) and any struck by the weapon receive an additionl 1d8+1 damage. Whenever a creature is struck by the weapon, a powerful sound not unlike a massive gong being struck occurs and all within 10 feet of the creature (not including the wearer of the gauntlets) takes 1d8 sonic damage and must make a DC 19 Fort save or become stunned for 1 round. Lastly, any humanoid directly struck by the weapon must succeed on a DC 19 Will save or become paralyzed for 3 rounds. This last paralysis effect has no effect on creatures that are not humanoid.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Once the three rounds are over, the divine energy leaves the wearer of the gloves, leaving him Fatigued. If the wearer was already fatigued, he instead becomes Exhausted. The surge of divine energy also leaves the wearer Dazed for one round. If the wearer prematurely ended the spell effect, he instead becomes immediately exhausted and becomes Dazed for three rounds.
Spell Used: Spiritual Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Align Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Hold Person
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Sound Burst
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Spiritual Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Align Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bull's Strength)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Hold Person)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Sound Burst)
Starting Base: 75,600 gp
Charges per day: 75,600 gp / (5 / 1 charges per day) = 15,120 gp
Require Class (Fighter): 15,120 gp - 30% = 10,584 gp
Arbitrary (The weapon cannot attack independently as with Spiritual Weapon; Limited in what alignments can be chosen; Effects of Bull's Strength only apply to the attacks and last only for 3 rounds rather than 30; Fatigues and Dazes the user): 10,584 gp - %50 = 5,292 gp
Final Cost: 5,292 gp & 212 xp (6 days)
Gauntlets of Divine Rage
Once per day, when raging, the wearer of these gauntlets can activate them with the command word "deifuror". Upon activating them, the duration of the wearer's rage is shortened to three rounds, but she receives various benefits.
First, the wearer erupts into flames; these flames do no damage to the wearer, but any creature grappled receives 6d6 points of fire damage. This sight is so terrifying that any creature with less than 5 HD who views the barbarian in this state becomes frightened on a failed DC 18 Will save. The wearer's weapon also becomes engulfed in an aura of shadowy claws and teeth which scream and chant with unholy vigor. Any creature struck by the wearer takes an additional 4d6+3 points of damage and must make a DC 19 Will save or become frightened. This fear effect is not limited to the 5 HD of the previous fear effect. The divine energy channeled this way is so powerful though, that each time the wearer strikes a creature, she takes 5 points of divine damage from the sheer amount of power coursing through her. In addition, the blows made while using these gloves in a rage are so powerful that they can shatter bone. Any creature struck must succeed on a DC 19 Fort save or take 1d3 points of Constitution damage. A successful Fort save halves the damage or negates it if the damage would have been 1 point.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Once the three rounds are over, the divine energy leaves the wearer of the gloves, leaving her Exhausted. The surge of divine energy also leaves the wearer Dazed for one round. If the wearer prematurely ended the spell effect, she takes 3d8 points of damage and becomes Dazed for three rounds.
Spell Used: Balor Nimbus (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Blood (Player's Handbook II)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Cause Fear
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Bone Blast
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Balor Nimbus)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Blood)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bull's Strength)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Cause Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Bone Blast)
Starting Base: 91,800 gp
Charges per day: 91,800 gp / (5 / 1 charges per day) = 18,360 gp
Require Class (Barbarian): 18,360 gp - 30% = 12,852 gp
Arbitrary (Blade of Pain and Fear only lasts 3 rounds as opposed to 30; Bull's Strength applies only to damage, not attack or any other effects; Exhausts and Dazes the wearer): 12,852 gp - %50 = 6,426 gp
Final Cost: 6,426 gp & 258 xp (7 days)
Gloves of Divine Pride
This is an additional enchantment for Kalar's already pretty heavily enchanted gloves.
Once per day, the wearer of these gauntlets can activate them with the command word "deifastus". In addition, because of the power involved, the wearer must expend a 5th level spell in order to activate the gloves.
Upon activation, the the wearer of these gloves is shrouded in cold and clammy darkness out to 10 feet for three rounds. All creatures except the wearer of the gloves has a 20% miss chance because of this darkness. In addition, any except for the wearer caught in this darkness stands enthralled by the darkness for the duration of the spell on a failed DC 19 Will save. If these creatures are attacked, they can break free of the enthrallment, but only for the creature attacked. Even if they break free of this enthrallment, so long as they stay within the area of effect, they receive a -3 penalty on all attack rolls, saving throws, ability checks, and skill checks.
Whatever weapon the wearer of the gloves was holding becomes enveloped in a shadowy aura of gnashing teeth and claws. Any struck by the wearer must succeed on a DC 19 Will save or become frightened. On a failed DC 19 Fort save, any struck are also infected with a necrotic cyst. Lastly, for the duration of the effect, the wearer of the gloves cannot be turned or rebuked.
Throughout these three rounds, the wearer must make an attack each round, or the energy leaves prematurely, ending the effect.
Because of the sheer divine energy channeled by these gloves, after the three rounds are over, the wearer becomes Dazed for 1 round. The wearer also takes 3d8 points of damage as the divine energy from the activation leaves his body. If the wearer prematurely ends the spell, he instead takes 6d8 points of damage.
Spell Used: Darkness
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Enthrall
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Wave of Grief (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Necrotic Cyst (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Divine Interdiction (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Darkness)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Enthrall)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Wave of Grief)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Necrotic Cyst)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Divine Interdiction)
Starting Base: 91,800 gp
Charges per day: 91,800 gp / (5 / 1 charges per day) = 18,360 gp
Require Class (Cleric): 18,360 gp - 30% = 12,852 gp
Arbitrary (The darkness effect only goes out to 10 feet as opposed to 20, also lasts for only 3 rounds as opposed to 30; Divine Interdiction does not cut off an enemy cleric's domain powers; Enthrall lasts only 3 rounds as opposed to one hour; Blade of Pain and Fear only lasts for 3 rounds as opposed to 30; Requires a 5th level spell to activate and Dazes the character after use): 12,852 gp - %50 = 6,426 gp
Add to existing: 6,426 gp × 1.5 = 9,639 gp
Final Cost: 9,639 gp & 386 xp (10 days)
Last edited by BMR on Mon Aug 03, 2015 10:38 am, edited 4 times in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
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