As a part of the campaign I'm running, different deities play a crucial role, be they good or evil. Fairly early on in the campaign some of my PC's are receiving artifacts from their given deities, so as to give some direction to the campaign and rather than having the deities distant, it kind of brings them into the world.
How I'm changing it is to have the Concordance of the weapon function as its level. Stay with me. So as opposed to the traditional 1 - 20 for Concordance of a weapon, it is 1 - 30, so the weapon will advance or decline in level, and thereby the powers and enhancement bonus as well, in response to the actions of the wielder. As such, Concordance is much more difficult to change. It will change as they advance through tiers, at milestones, and in response to much greater actions as opposed to what is typically assigned to such a weapon; the weapon is also much more difficult to displease.
For an example of how Concordance typically works, take The Axe of the Dwarvish Lords (page 165 - 166, Dungeon Masters Guide) The Concordance of this weapon changes, by the book, as follows Starting Score: 5 owner gains a level................................................................... +1d10 owner is a dwarf....................................................................... +2 owner completes a quest on behalf of dwarf leaders............... +1 owner kills a giant (max 1/day)................................................. +1 owner or an ally attacks a dwarf (max 1/encounter)................. -1 owner disobeys a directive from dwarf leaders......................... -1
Under the system I'm using, the starting score is determined by what is appropriate for the level of the characters. At each level they gain, it does not advance, with the exception of levels 11 and 21, at which it gains +2. Milestones +1, and at conclusions of a major quest in keeping with the goals of the weapon, it advances appropriate to the quest; a minor quest, barring something spectacular, it does not advance. Other actions can cause it to advance if they are in keeping with the weapons goals, and these are up to the jurisdiction of the DM. Alsp at levels 11 and 21, it gains different traits appropriate to the weapon. Possibly an encounter or daily power, or a significant new property. The weapon will decline in response to quests that are the antithesis of its goals, appropriate to the length of the quest. Other major actions counter intuitive to the weapons goals will cause it to decline a number in keeping with the severity of the action. Severe enough, the weapon may leave its owner altogehter.
The largest benefit I believe this yeilds is that with most weapons you'll see of this sort, it comes with stipulation "appropriate for characters of ____ tier". With this system, a character in the Heroic Tier can keep such a weapon until they're level 30 and for so long as they keep the character thereafter. I think it also involves the wielder more. Should they take an action not in keeping with their deity, that sweet Axe they have? Responds and becomes weaker, perhaps even losing some of its power, or disappearing altogether depending on their transgression. It encourages role-playing because the main way to advance the weapons level is to role play as their character and take actions appropriate for their PC.
This is a fairly new DM making a major change. So by all means, this is P.E.A.C.H. I invite any and all suggestions and criticisms, and if you feel the need to lambast me, by all means do.
http://thedailydungeon.blogspot.com/ My Daily D&D blog - cities, dungeons, NPC's, and more
As a part of the campaign I'm running, different deities play a crucial role, be they good or evil. Fairly early on in the campaign some of my PC's are receiving artifacts from their given deities, so as to give some direction to the campaign and rather than having the deities distant, it kind of brings them into the world.
I like this approach. I do seem to have habit of having the deities distant, but I hope that will make the experience of MEETING our deities in the epic tier even sweeter.
How I'm changing it is to have the Concordance of the weapon function as its level. Stay with me. So as opposed to the traditional 1 - 20 for Concordance of a weapon, it is 1 - 30, so the weapon will advance or decline in level, and thereby the powers and enhancement bonus as well, in response to the actions of the wielder. As such, Concordance is much more difficult to change. It will change as they advance through tiers, at milestones, and in response to much greater actions as opposed to what is typically assigned to such a weapon; the weapon is also much more difficult to displease.
My campaigns always end of with numerous custom items. Each of those items seems to have its different way of scaling with power so that an adventurer can use it for all the tiers. Some do it automatically, they grow in power as its weilder gets more powerful, while some require the collection of Evil souls to advance. Having an item level with concordance sounds like a very fun experience, especially since it helps keep some direction (and even a moral code) in your game.
For example, take The Axe of the Dwarvish Lords (page 165 - 166, Dungeon Masters Guide) The Concordance of this weapon changes, by the book, as follows Starting Score: 5 owner gains a level................................................................... +1d10 owner is a dwarf....................................................................... +2 owner completes a quest on behalf of dwarf leaders............... +1 owner kills a giant (max 1/day)................................................. +1 owner or an ally attacks a dwarf (max 1/encounter)................. -1 owner disobeys a directive from dwarf leaders......................... -1
Wait, doesn't this mean that at level 30 the concordance if this item will be somewhere around (Base Concordance)+(gained levels)+(modifiers), which should add to about 5+25d10+???. Sounds like getting a level 30 item by level 10 is a peace of cake. To level with your character it's concordance only has to increase by 1 per level gained, so 1d10 per level seems like all your characters will have a +6 items before the middle of paragon tier.
Under the system I'm using, the starting score is determined by what is appropriate for the level of the characters. At each level they gain, it does not advance, with the exception of levels 11 and 21, at which it gains +2. Milestones +1, and at conclusions of a major quest in keeping with the goals of the weapon, it advances appropriate to the quest; a minor quest, barring something spectacular, it does not advance. Other actions can cause it to advance if they are in keeping with the weapons goals, and these are up to the jurisdiction of the DM. Alsp at levels 11 and 21, it gains different traits appropriate to the weapon. Possibly an encounter or daily power, or a significant new property. The weapon will decline in response to quests that are the antithesis of its goals, appropriate to the length of the quest. Other major actions counter intuitive to the weapons goals will cause it to decline a number in keeping with the severity of the action. Severe enough, the weapon may leave its owner altogehter.
.. wait, was that the change? Then why did you say "...changes as follows" right before you wrote about the axe?. Now I'm just confused. If this last text is how you're actually doing it, then I recommend keeping it all behind the scenes. Explain to your group how the weapon gets stronger if it and its owner share goals, and if the owner will go out of his way to reach those goals. Then give them a way to find out what the artifact likes and dislikes and keep the rest to yourself. Whenever they do something the item didn't like say "oooo, you can feel how the item disagrees with your actions" and if they do good you say "You can feel how the item is lighter in your hand, almost like it's smiling". Then make sure, when appropriate regarding both story AND level, that the enhancement bonus increases. If you don't make up any stone-cold rules, you have a guaranteed they won't bite you in the ass :D
The largest benefit I believe this yeilds is that with most weapons you'll see of this sort, it comes with stipulation "appropriate for characters of ____ tier". With this system, a character in the Heroic Tier can keep such a weapon until they're level 30 and for so long as they keep the character thereafter. I think it also involves the wielder more. Should they take an action not in keeping with their deity, that sweet Axe they have? Responds and becomes weaker, perhaps even losing some of its power, or disappearing altogether depending on their transgression. It encourages role-playing because the main way to advance the weapons level is to role play as their character and take actions appropriate for their PC.
In tales and fables, some heroes are only identified by their key item, whether it be a shield, their clothes or their weapon. I love weapons that scale in power, and my group loves getting "new toys" without having to part with something they've grown to love. I have noticed that some groups seem to be a bit chaotic when it comes to following the goals, and some groups seems to to anything they are told (heroes for hire). Having an item that helps the groups stay on track is a very good idea, it serves the same purpose as having a girl in your group for that particular effect. If it is true what you're saying about being a new DM (kinda not buying it) than you are of to a great start! Happy gaming!
I think I was a bit unclear. I gave the Axe of the Dwarvish Lords as an example of how Concordance is normally done, and I'll edit that momentarily.
Now how the weapon levels is behind the scenes as of right now, though my PC's do now that certain traits will change as the weapon reaches certain levels, 11th and 21st to be exact. But this is nothing beyond "at 11th level, change from resist 5 necrotic to resist 10 necrotic" and such. What new powers and traits the weapon may gain are, for now, only for them to guess.
Where my worries lie is in how the weapon levels up, and +1 with each level they gain is certainly a possibility. So long as the weapon is no more than two levels beyond the wielder I don't think things will be terribly skewed, but it's going to be a juggling act for a bit. For now, I'm going to stay my current course to maintain the items as a kind of moral compass and as something not to herd them in a given direction, but to keep them on course. As far the items leveling up, I think by and large that will be how the weapon advances. With major feats in the name of their deity, the artifacts will gain a single level or perhaps gain some new benefit. In response to transgressions, if major the item will react by losing a level or a property. If minor, perhaps just an expression of disapproval, or a temporary detriment. "Until you make ammends for this, the weapon fights with you, but with reservation", and they take a minor penalty to attack rolls for a short time; perhaps an encounter.
And I am a pretty new DM; I've been at it for a few months now. If I can make people question that, I suppose I'm doing something right, eh?
http://thedailydungeon.blogspot.com/ My Daily D&D blog - cities, dungeons, NPC's, and more
I know what we usually do here on the homebrew forum is create an overtly complicated ruleset just for the heck of it, but in this case I think you're better off doing this according to the story.
You know when enhancement bonuses increase. An item can gain that bonus up to 2 levels before or after the target level. So You essentially four levels to wait for the perfect moment for the item to "level up". This is so much time that you shouldn't need a concordance-based advancement system.
My group is not good with tracking, so in your case I would just tell them when they get a plus and when they get a minus, but they'd never really know that I wasn't counting. If they ever find themselves having a feeling of "we've been doing so much good, why isn't the item increasing in power" I've already picked up on it and planned when it's going to happen.
Alternative: Give it a max concordance:
The item's concordance changes by +1/-1: · When you gain a level / When fall unconscious in a battle. · When you complete a major quest in the name of a dwarf king or god / You ignore the direct orders of a dwarf king or god. · When you save a dwarf's life, or someone that bears great importance in the eyes of a dwarf king or god / You kill a dwarf or someone that's important in the eyes of a dwarf king or god. · When you neutralize a threat to the dwarves society / You aid a threat to a dwarves society. · When you slay an important orc figure, such as shaman or chieftain / You save an important orc figure. The item's maximum concordance is equal to Your level + 4 and when you receive an item it's concordance is Your level -4. Moradin is wise enough to know that giving a mortal too much power can lead to disaster. He has seen it happen before: Absolute power corrupts absolutely. An item at its maximum concordance shines with pale light and vibrates with power, the player does not know his item's concordance, but does know if it as its maximum concordance. You can even give each item a really good Daily power that only works if the items concordance is maxed out.
If all your players' items are maxed out you can have something happen that results to all their concordances is lowered. A moral compass that you don't need to follow doesn't work. Lowering the items' concordance requires them to start to follow their compass again. Make it a tough decision, like "Either 1000 die, or 10.000 die" and they need to pull the trigger. They can still be heroes, saving 9000 lives, but the consequences are severely lowered concordance for killing 1000 people. It's just an idea +4/-4 is just a guesstimate, it could just as well be +2/-2 or +3/-3
I think I can also let them know by the mechanics: "As you attempt to raise the blade to use 'Vanguard', you find yourself unable to muster the attack", or "As you are struck by the enemy before you, you feel a surge of power from your axe, and you give a brutal strike knocking your foe prone" and that sort of thing. Three of my players have received their items of this sort as I'm introducing them to the campaign gradually and I feel simply passing out eight high level magical items in one sitting might be a bit much; you might even consider it beta testing.
Anyway, these three players currently know the enhancement bonus and where it is applied, as well as powers the weapons they possess and anything else relevant; bonuses to defense, resitances, crit damage, etc. So whenever I say their enhancement bonus increased or decreased, they gain or lose a power, it indicates to them not the level per se, but allows them to gauge their moral compass.
As well, I have some of the items done, numbers and all, and I'll link in a bit; it's quite long.
http://thedailydungeon.blogspot.com/ My Daily D&D blog - cities, dungeons, NPC's, and more
I actually have already been working on a variant of this very idea for a massive (and perhaps unfinishable) campaign set in a Dark Sun variant. My basic idea was to have 13 pre-generated characters with open power/feats/etc. progression but fixed, story-dependent class/race/theme/PP and ED progression. My idea was to build branching narratives so that the players would each get to use 3 characters of their choosing, albeit consecutively as opposed to concurrently as the greater story unfolds, thus giving 3 separate parties that weave in and out of the narrative. The story is set to start in Tyr with a delve by the 1st party into Kalak's ziggurat. I've never really liked the treasure parcel system or random treasure for that matter and I feel even more strongly about it in Dark Sun, where not only magic but metal is quite rare and the scope and number of psionic 'stand-ins' in 4e is lacking. Therefore, I devised an idea to utilize 1-3 artifacts per character to replace the constant turn-over of magic items that normally occurs in dnd, with each character typically gaining an additional one each tier. I also thought it would be a clever way of reigning in certain player decisions a little to help ensure that certain necessary story elements would come together eventually. This is because I wanted to create a modular/sandbox world as much as possible as much of campaign is a nod to the best elements of old jrpgs but still be able to tell the story I planned.
Anyway, here is an example of one of the artifacts I came up with. It was intended to be used by a Human Warlock/Wizard/Vile Scholar named Samael Antara who was formerly a noble/academic of Nibenay but, after finding this artifacts, adopted a heterodox view of arcane magic and was forced to flee to Tyr. The appearance of the artifact is that of a large tome with a white featureless face on the cover (kind of like a mask) chained to him similar to Destiny of the Endless and a sort of glove which is worn on his left hand that has an eye on the palm and a mouth on the back. The book is called the Liber Xenos and the glove is the Oculus. Both are agents of a variant Xoriat.
Sorry if alot of this is unintelligible but basically I reimagined the cosmology in the following way: Athas
Brightlands/Lands Within the Wind/Feywild Gloom/Black/Shadowfell
Elemental Realms (Genasi-ruled City of Brass) Astral Sea (which is not reachable really and largely uninhabited)
As a note of explanation, Xoriat is intermingling with the Dreaming but is blocked by the grey and it's agents are attempting to reach the black via Samael. The powers if Xoriat are called the God-Hand/Apostles as my setting pre-supposes an essentially evil and imperfect universe.
Oh, and I also created rules for manipulating the Dreaming and Xoriat via a new skill (in 4e) called auto-hypnosis. Sorry this post is so long, I would've found a simpler example but this is the only file I have with me and it required a lot of qualification. So without further ado.
The Liber Xenos
???????????????
The Liber Xenos is a +1 Necronomicon Tome with the following properties and powers.
Enhancement: +1 to attack rolls and damage rolls. Critical: +1d6 damage per tier or, you can forego additional critical damage and the target is dominated until the end of your next turn. Property: You gain a bonus to Autohypnosis checks and knowledge checks concerning Xoriat equal to this item’s enhancement bonus. Property: When you hit with a power using this tome, a summoned creature you control may gain temporary hit points equal to twice this item’s enhancement bonus. Property: The Liber Xenos cannot be broken and is immune to damage.
Liber Xenos
Tome (One-Handed Superior Implement)Weight: 3 lbs. Group: TomeProperties: Deadly, Shielding
The Oculus
????????????????????.
The Oculus is a +1 Rod of Vile Darkness with the following properties and powers.
Enhancement: +1 to attack rolls and damage rolls. Critical: +1d6 damage per tier or, you can forego additional critical damage and delve or deep delve into the target without risking overexposure. You ignore any requirements that might otherwise normally apply for the purposes of this delve. Property: You gain a bonus to Concentration checks equal to this item’s enhancement bonus. Property: The Oculus cannot be broken and is immune to damage. Property: You can speak and understand the Abyssal language and read the Barazhad script.
The Oculus
Rod(One-Handed Superior Implement)Weight: - Group: RodProperties: Energized (Psychic), Shielding
*Liber Xenos Lore
Arcana DC:
History DC:
Goals of the Liber Xenos
✦Find a suitable host for Zeiram, Seed of the Dark God.
✦ Destroy the Dragon-Kings and release Tharizdun.
✦ Wallow in decadence.
✦ Cultivate the baser emotions.
Roleplaying the Liber Xenos and Oculus
Concordance
Concordance
Owner gains a level:+1
Owner kills the Dragon of Tyr: +3
Owner kills a Dragon-King: +2
Owner successfully performs a deep delve (maximum 1/day): +1
Owner performs a truly altruistic act (max. 1/encounter): -1
Owner attacks an Apostle (max. 1/encounter): -2
Maximum Concordance
Heroic Tier: 15
Paragon Tier: 22
Epic Tier: 30
Bonded (30)
“????????????”
Enhancement: +1 to attack and damage rolls. Critical: +1d6 damage. You can either forego additional critical damage and the target is dominated until the end of your next turn or, you can forego additional critical damage and either delve or deep delve into the target without risking overexposure. You ignore any requirements that might otherwise normally apply for the purposes of this delve. Property: You may treat the waking world as it were Xoriat for the purposes of gravity, mutability, and planar traits if your concordance is 30. You are always considered to have achieved maximum lucidity. Additionally, you are no longer affected by Abyssal Madness and gain a fly speed equal to your speed. Power: You gain the Hand of God daily power if your concordance is 30 and you have completed the God-Hand’s quest.
Pleased (22–29)
“????????????.”
??????????????.
Enchantment: +1 to attack rolls and damage rolls. Critical: +1d6 damage. You can either forego the additional critical damage and the target is dominated until the end of your next turn or, you can forego additional critical damage and either delve or deep delve into the target without risking overexposure. You ignore any requirements that might otherwise normally apply for the purposes of this delve. Property: When you make an Arcana, Autohypnosis, or Concentration check, roll two d20’s and take the higher result if your concordance is 22 or higher. Property: You may have two active vestiges at once if your concordance is 26 or higher. You gain the pact boons and Eye of the Vestige augments from both of your active vestiges. Power: You gain the Aberrant Apotheosis daily power if you have a concordance is 26 or higher. Special: The God-Hand appears and charges you with a quest for them.
Aberrant ApotheosisLiber Xenos Power
You and Zeiram perform the Fusion Dance; FUUU-ZIOOON-HA!!!
Daily ✦ Arcane, Polymorph Minor ActionPersonal Requirement: You must be wielding The Liber Xenos and have a concordance of at least 22. Additionally, you must have used the Profane Metamorphosis power earlier in this encounter and be adjacent to Zeiram. Effect: You move into Zeiram’s space and Zeiram disappears. You change from your humanoid form to a hybrid of yourself and Zeiram until the end of the encounter. While in this form, your size becomes Large and you occupy the 2-square-by-2-square space where Zeiram previously stood. You gain reach 2 and a +4 bonus to your and AC and Fortitude defenses and you gain the benefit of your familiar as if it was in its passive state. Additionally, you gain any benefit that class features, feats, or magic items would grant to your summoned creatures. Your equipment becomes part of your hybrid form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your hybrid form, it cannot be removed, and anything in a container that is part of your hybrid form is inaccessible. You may use the Morphic Appendage attack in place of your melee basic attack. Additionally, you gain the following attack: Zeiram’s Kiss – Standard Action: Grabbed or stunned target only; Intelligence vs. Fortitude; 3d8 + Int damage and the target is stunned (save ends). If this power reduces the target to 0 hit points or fewer, you may choose one of the following effects: Endocytosis (Healing): Morphic tendrils invade and digest the target, absorbing it into your mass. You gain temporary hit points equal to your Intelligence modifier plus half your level. Enthralling Colonization (Charm): Morphic tendrils invade and colonize the target’s brain. The target is dominated (no save) and regains enough hit points to restore it to its bloodied value. As a thrall, the target gains a +5 bonus to its Will defense while within ten squares of you. The target is no longer dominated and no longer a thrall if you die or fall unconscious.
Satisfied (15–21)
“????????????.”
????????????????.
Enchantment: +1 to attack rolls and damage rolls. Critical: +1d6 damage. You can either forego additional critical damage and the target is dominated until the end of your next turn or, you can forego additional critical damage and either delve or deep delve into the target without risking overexposure. You ignore any requirements that might otherwise normally apply for the purposes of this delve. Property:You share senses with Zeiram. When you cast spells, you may use Zeiram as the point of origin for determining your line of sight and line of effect. When you cast spells in this manner that have the psychic or necrotic keyword, you gain a +2 bonus to attack and damage rolls with those powers. Property: You may use the Profane Metamorphosis daily power twice per day if your concordance is 18 or higher. Power: You gain access to the Gibbering Aura daily power if your concordance is 15 or higher.
Gibbering AuraOculus Power
???????????
Daily ✦ Arcane, Fear, Psychic Minor ActionAura 2 Requirement: You must be wielding The Oculus, and have a concordance of at least 15. Effect: You gain an aura 2 until the end of the encounter. Creatures within this aura take a penalty to attack rolls against you equal to half this item’s enhancement bonus. Additionally, if a creature within in the aura attacks you, they are dazed until the end of their next turn.
Normal (8–14)
“Via the Oculus, the Liber Xenos whispers bizarre truths and promises of power to you.”
The Liber Xenos bides its time as it inveigles itself into your graces with promises of greater power yet to come.
Unsatisfied (1–7)
“?????????????.”
The wielder is either fighting preservers, elementals, and fey or else failing to stop the defilement of Athas and The Dragonslayer is not pleased. If the wielder doesn’t change his ways, The Dragonslayer soon leaves.
Property: You take a -2 penalty on Autohypnosis and Concentration checks. Special: Each time you make an initiative check at the start of an encounter, there is a 25% chance that the The Oculus uses Balefyre against one of your allies within range of the spell (determined randomly by the DM).
Angered (0 or lower)
“?????????????.”
The wielder is not meeting The Dragonslayer’s expectations, and it will not remain in his possession for long.
Enhancement: You take -1 to attack and damage rolls to a minimum of +1. Critical: -1d6 damage to a minimum of +1d6 damage. Property: You take a -5 penalty on Autohypnosis and Concentration checks. Special:You are affected by Abyssal Madness as if you were traveling through Xoriat.
Some other minor things to note in order to understandthis is that the mask on the book is actually the passive state of Samael's familiar, Zeiram, a centipedal far realm creature, that only he can understand. The Profane Metamorphosis that is mentioned a couple of time basically uses a daily to transform Zeiram into a large summoned creature for an encounter that looks like this: http://images.wikia.com/aliens/images/e/e0/Zeiram.gif
Also, I homebrewed some rules for Concentration checks in 4e, which, among other things gave a chance for spell failure on dailies and allowed certain characters to gain a 4e version of psionic focus.
One last thing, I found a maximum cap per tier on concordance to be an appropriate way of mitigating power climb amongst characters and, if you'll note, on all of my primary artifacts (this being one of them) a side-quest of some sort is required in epic tier to achieve the maximum concordance of 30 (Bonded).
Anyway, feel free to use any or all of my model if it helps, and let me know if you have any cool twists you think I should consider. Hope it helps.
Cowards Bane (Kord) Bastard Sword - 1d12, may be wielded one or two-handed. Wielded two-handed, you have high-crit Enh: Attack and Damage Rolls Critical: Target takes ongoing 5 damage and a -1 penalty to saving throws. Increase to 10 ongoing damage and a -2 penalty at 11th level; 15 ongoing and -3 penalty at 21st level. Kord's Steel: When you spend a healing surge, you gain additional hitpoints equal to your constitution modifier.
Encounter Power: Give no Quarter Against an enemy you have hit this turn, you may make the following attack as a free action. Str v. AC 1[W] + strength modifer Increase to 2[W] at 11th level, and 3[W] at 21st level.
Starting Level: 5 Owner worships Kord: +2 Owner kills two enemies with one attack: +1 (max 1/day) Owner kills a fleeing enemy: +1 (max 1/day) Owner delivers the killing blow to a solo creature: +1 (max 1/encounter) Owner flees combat: -2 Owner is knocked unconcious during combat: -1 Owner takes an innocent life: -2
A heavy bastard sword, one which even the strongest of normal men would need two hands to wield. But one worthy of Kord's power can wield it two handed or with one mighty arm, giving flexibility and deadly proficiency in combat. This weapon demands the owner act courageously in combat, and gives the wielder the power and fortitude to cleave through enemies. Yet battle ready though this God is, Kord abhors reckless use of one's strength. Kord demands his followers show courage in battle, and take matters into their own hands.
Despair of the Vile (Bahamut) Silvered Great Sword Enh: Attk and Damage Rolls Critical: +1d6 radiant damage per plus Despair of the Vile: you gain an additional bonus to attack rolls equal to the weapons enhancement bonus against foes of an evil allignment.
Starting Level: 5 Owner Worships Bahamut: +2 Slay an evil deity: +4 Complete a task for a Priest of Bahamut: +1 (max 1/day) Save an innocent life: +1 (max 1/day) Perform a truly altruistic act: +1 Take an innocent life: -2 Complete a task against what is just: -2 Pass an oppurtunity to fight evil: -1 (max 1/day)
Daily: Blade of the Divine Perfect Justice in Service of a Perfect Will
Within 10, you summon an angel to fight beside you. You make all decisions for this creature, and it enters combat directly after you. This Angel, however, will only attack creatures of an evil allignment.
11th level: You summon an Angel of Battle (Lvl 15 Skirmisher) 21st level: You summon an Angel of Vengeance (Lvl 19 Elite Brute)
Your shield, the prayer of the devoted; your sword, the despair of the vile. Bahamut has placed faith in you and your companions that perhaps there is hope left in the mortal races of Caelum. Yet with Bahamut's Grace comes his moral code. This weapon actively seeks to exterminate the vile and do good in the world. And demands you do the same. Fight with this blade for what is righteous, and divine power will ring with each slash of this blade. Do the opposite or remain apathetic, and it will quickly lose patience with you quickly.
Casus' Stone (Avandra) Pendant enh: Heal and diplomacy skills, saving throws Cloak from Evil: You gain resist 5 necrotic. Increase to resist 10 at 11th level; resist 15 at 21st level. Your healing powers heal an additional 1d6 per plus.
Daily Prayer: Avandra's Guidance Home is not where you rest. It's what you fight for. Until the end of the encounter, you and your allies add the pendants enhancement bonus to attack rolls, and add your Wisdom modifier radiant damage to successful attacks.
Starting Score: 5 Owner worships Avandra: +2 Save an innocent life: +1 (max 1/day) Free someone whose liberty has been taken: +1 Take an innocent life: -3 Rob anyone of their freedom: -2 Show apathy when someone's liberty is taken: -1
Empires rise and fall, people are born and they die. But it is the work of the faithful that ensures the world changes for the better. For change is inevitable, but freedom and liberty are inviolate. Avandra commands her followers strike against those who would rob you and others of freedom, and to urge others to fight for their own liberty. Her shrines are often but wayward temples open to the winds and the wilds of the world, symbolizing her revile for constraints on liberty. Finally, luck favors the bold, and she would see you forge your own fate. This pendant once belonged to Casus, a Cleric of Avandra who roamed the wilds and the countryside; a pilgrim who followed the winds. A bow strung 'cross his back, a dirk at his side, and a prayer on his tongue, he wandered the world, trusting the goddess to take him where he could fight for those whose liberty was taken. This pendant is the goddess' way of acting in the world by means of a worthy soul.
http://thedailydungeon.blogspot.com/ My Daily D&D blog - cities, dungeons, NPC's, and more