Post
by blackj3sus » Fri Jun 08, 2012 3:28 pm
the rings of eternity
the ring of the void - *glows blue in the presence of good
*banestrike: +4 tohit any weapon (+8 vs dragons)
*Clearsight: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 10 feet per divine rank of the deity. This ability is similar to the true seeing spell, except that it does not reveal creatures’ alignments and it does foil mundane disguises.
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the ring of the infinite - *glows green in the presence of evil
*divine scrying: see future 3 times per day (reset quest if party is lost)
*remote sensing:can perceive everything within a radius of one mile per rank around any of its worshipers, holy sites, or other objects or locales (not thru walls)
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when worn together they grant the wearer the following abilities - *Divine Storm: The deity can surround itself with a vortex of holy or unholy force that manifests in different forms depending on the deity. The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area).
In addition, the force expels creatures whose alignment on the ethical
(lawful-chaotic) axis is opposite the deity’s. If the deity’s ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
The force damages creatures whose alignment on the moral (good-evil) axis is opposite the deity’s. If the deity’s moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) each round or suffer 1 point of holy damage per divine rank. A successful save negates the damage, but the creature must save again the next round
if it is still within the area.
Creatures whose alignment is diametrically opposed to the deity’s are subject to both effects. (once per day)
*Instant Move: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting.
*Know Secrets: The deity can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to avoid the effect.
*Supreme Initiative: the deity goes first in initiative.
*Indomitable Strength: If required to make an opposed roll involving Strength the deity receives a divine bonus of +25 on its roll (once per day)