PDA

View Full Version : Legendary/Legacy Weapon: Oerth Disc [PEACH]



Titantor
2013-03-29, 05:40 PM
What I have so far is:

Artifact Requirements:

Character must be a cleric of Fharlanghn
Character must be able to cast 3rd level spells (full-fledged priest by old school rules)
Character must have the iron will feat

Ritual Required:

Character must attune to the oerth Disc by making a pilgrimage. He must set aside all his possessions while on the pilgrimage, taking only a staff, a bowl, boots and a green robe and brown cloak, he must drink when he can, and eat what he can find, catch, steal or beg. He is also allowed a sack filled with the money he must give away. He must begin at dawn on sunday, and walk until dusk on the following sunday. He is allowed only 1 hours rest at dawn, noon, and dusk, and three hours at night. During this walk, the pilgrim must seek out the shrines of gods and other worthy benefactors and give away 2500 gp total worth of his own treasure.

Immediate Powers: Acts as an amulet of natural armor +1, adds a bonus to channel dc's equal to it's enhancement bonus, and a bonus to resist bullrush and trip equal to the same. The disc is invincible for all intents and purposes. Sheds light in a 60 foot forward cone. Can instantly, on command, show an image of any place on Oerth (out of doors or in natural caverns/tunnels only). The image is only a copy of the place, and can not be used to scry. However, after one minute's study, the image allows the caster to count the selected destination as “Studied Carefully” for the purposes of the teleport spell.

Faith Scion Level

1: Blinding Ray 1/day per two character levels

(range touch attack, hit causes blindness for 1d4 + 1/2 class levels. Fort save (dc 10 + class level + wisdom modifier, success equals dazzled instead of blinded. At level ten, the blindness effect is permanent until cured, though the dazzled effect still has limited duration)

2: Knowing the Road (+2 intelligence)

3: Becomes amulet of natural armor +2, +2 resist bull rush/trip, +2 channel dc's

4: Cast blazing ray 1/day per three character levels (range touch attack, 1d6 fire damage/class level, no save, allows SR) )

5: Becomes amulet of natural armor +3, +3 to resist and to channel dc's

6: Hardy Traveler (+2 constitution)

7: Blazing ray ignores DR and Hardness.

8: Becomes amulet of natural armor +4, grants +4 stability bonus

9: Plane Shift 1/day

10: Becomes +5 amulet. Character can no longer be knocked prone by means short of wish/miracle/divine intervention so long as character remains in contact with Oerth. Way of the Road (+4 Wisdom).

Thats what I have so far. Thoughts or ideas welcome, and I am willing to adjust or rebuild the Faith Scion PrC into something new as well, if it simply won't work. Thanks.