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View Full Version : Tit for Tat: Redeeming an Evil Item (Cleric Question)



Garurumon6
2012-09-13, 04:29 AM
Tonight in our campaign, we came across an evil mace. Being a cleric of Selune, (who's favored weapon is a mace) I decided to spend time redeeming the item so that I could use it.

The item, as it stands, does the following: Permanent Death Watch and Death Ward as long as the mace is held, and Death Knell which will trigger any time the mace deals the killing blow to a creature.

The Death Watch and Ward aren't inherently evil, so they would be staying on the item if it were redeemed. The question comes in to play with Death Knell.

What is a "Good" trade off for Death Knell that is comparable? Suggestions that buff are appreciated, but all advice is welcome.

I really appreciate hearing your feedback! Thanks.

TuggyNE
2012-09-13, 04:38 AM
I can't think of anything specific, but you could just make it give a +1 untyped bonus to CL while held. (Obviously, you wouldn't get the temp HP, Str bonus, or ability to kill things with it.)

HunterOfJello
2012-09-13, 04:44 AM
Close Wounds could work. It's usually used on creatures who are dying and it heals them instead of killing them.

Garurumon6
2012-09-13, 04:51 AM
It should probably be important to note that the death knell would be stacking with itself if the duration warranted.

TuggyNE
2012-09-13, 04:57 AM
It should probably be important to note that the death knell would be stacking with itself if the duration warranted.

I don't believe that's actually true; the stacking rules (http://www.d20srd.org/srd/theBasics.htm#stacking) indicate that same-source bonuses don't generally stack, even if untyped.
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession).

Which may be why it's only a level 2 spell.

Garurumon6
2012-09-13, 04:59 AM
Haha, yeah I figured. Our DM plays a little fast and loose with the rules.

ravenkid
2012-09-13, 05:12 AM
So.........

Regardless of untyped bonuses stacking, regardless of death knell being a single target version of consumptive field and that stacking abuse aside.

Back on Track, what would be a good redeemed spell? Close wounds hardly fits the theme of XXX happening when you kill or smack a target, a Flat bonus for holding the weapon imparts more of a Rod feel then a weapon that rewards you for using it in battle.

I was thinking something like a simple buff spell that triggers when you kill a foe, the exact nature of the spell still eludes me.

only1doug
2012-09-13, 05:34 AM
Glancing through the list of L2 Cleric spells (http://www.d20srd.org/srd/spellLists/clericSpells.htm#secondLevelClericSpells)the most amusing answer that struck me was Gentle repose (http://www.d20srd.org/srd/spells/gentleRepose.htm) but that doesn't really offer much of a benefit to the weilder.

Spiritual Weapon (http://www.d20srd.org/srd/spells/spiritualWeapon.htm) could be interesting, strike down a foe and a ghostly Mace rises from their corpse and fights for you for a few rounds.

Aid (http://www.d20srd.org/srd/spells/aid.htm) is probably the closest suitable choice, strike down a foe, gain temporary hitpoints and a bonus to hit.

Belril Duskwalk
2012-09-13, 06:15 AM
Aid (http://www.d20srd.org/srd/spells/aid.htm) is probably the closest suitable choice, strike down a foe, gain temporary hitpoints and a bonus to hit.

Aid would be the closest to Death Knell. It's a similar buff, but has the positive of not being fueled by the dying breath of another being.

Garurumon6
2012-09-13, 06:20 AM
I like the aid option. I think that will work just fine. Thanks!

Diarmuid
2012-09-13, 09:43 AM
Out of curiosity, are you guys using any mechanics for "redeeming" this magical weapon? Do you have Craft Arms and Armor, are you having to expend any resources, money, time?

I know this isnt covered in any of the books, so just interested if you guys have come up with a system for it.

Psyren
2012-09-13, 09:48 AM
Out of curiosity, are you guys using any mechanics for "redeeming" this magical weapon? Do you have Craft Arms and Armor, are you having to expend any resources, money, time?

I know this isnt covered in any of the books, so just interested if you guys have come up with a system for it.

There's a whole section on it in BoED actually. Some items are beyond redemption however (e.g. Hand of Vecna.)

Diarmuid
2012-09-13, 10:06 AM
Well there you have it.

Thanks Psy

Telonius
2012-09-13, 11:51 AM
The Death Watch and Ward aren't inherently evil, so they would be staying on the item if it were redeemed.

Technically Deathwatch is [Evil], but this designation is almost universally regarded as stupid, and ignored.

toapat
2012-09-13, 12:24 PM
(e.g. Hand of Vecna.)

its kinda hard to redeem something that is an artifact by being part of a god of evil.

Psyren
2012-09-13, 12:55 PM
its kinda hard to redeem something that is an artifact by being part of a god of evil.

Naturally. Though that section does provide some new ways of destroying items like that.

My favorites include taking them to the top of Celestia (yay, now I have a reason to go up there!), grinding them in the gears of Mechanus (probably the easiest to get to, there are gears everywhere) and immersing them in "soulstuff" (which probably means the Sapphire Eidolon can destroy artifacts; who knew?)