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Post by Zyraen on Apr 2, 2021 0:13:13 GMT 8
L10 STAFF OF ERANA +2 ( 2Handed Weapon, Proficiency 2, Melee 2, 1d8 W ) Critical: 1d12 radiant damage per plus. You may forgo all your critical damage dice to regain an expended Heal or allow an ally within Sec squares to spend a Reserve as if targeted by your Healing Signature ability.
- It may change all implement damage dealt into radiant damage. When dealing radiant damage, it adds +2 item bonus to damage rolls - Your Healer bonus increases by +2 - You see normally in darkness - You gain +2 to Arcana, Religion and Heal - You may spend 1 WP to add +4 to an Arcana, Religion or Heal check (in place of the usual 2 WP usage). This does not count towards encounter WP usage. - If you have Prowess in Arcana or Religion, you may use either skill in place of the other - If the Staff of Erana is taken by a creature it deems unworthy, it cannot be wielded by that creature. At the start of that creature's turn, it takes 20 radiant damage. It keeps on taking this damage until the Staff of Erana is no longer carried.
Note: for avoidance of doubt, as a weapon it must be wielded with two hands, but it works fine as an implement with only one hand.
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Post by Zyraen on Apr 16, 2021 12:57:06 GMT 8
With what was likely the demise of Ireena, the staff becomes more gnarled and the solid wooden surface starts to flake and become brittle. You can see that the area of wood where the names are carved are starting to fade away. You hear a sound in your head, you cannot tell what sound it is apart from that it is at once a dying groan of pain and also weeping. Whenever you close your eyes you hear it, echoing again and again endlessly in your mind, yet with soul rending sound it seems to provide more whispering knowledge still.
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Concordance +2d6 = 6 (rolled)
You benefit from the following properties while wielding the Staff of Erana. - If you have Prowess in either Arcana or Religion, you gain +5 to current/max HP. If you have Prowess in both, you do not die from falling to/below negative half max HP. - You may expend your Racial ability (if you have one) to add Sec bonus to your Death Saving Throw. If you use this effect while you have no Reserves and your DST equals or exceeds 20, you regain a Reserve and spend it immediately to regain consciousness. - If you run out of WP, you may use a Reserve in place of 1 WP. If you run out of Reserves (and WP), once during your turn, you may lose Reserve value HP (no resistance or reductions) in place of 1 WP. - You gain Power Versatility (Erana's Sanctuary) and one use of the following ability.
Erana's Sanctuary Free, Personal Trigger: You end your turn without readying while inside a ritual ward area, and during the turn, you did not leave the area nor interact willingly with any creature outside the warded area. Effect: Until ENT, you have Sec bonus to all defenses, and take half damage from all harmful effects that do not originate from within the warded area. If you take aura damage while within the warded area, you may choose to become dazed for this turn in order to make a saving throw against the aura damage, which negates the damage completely. This dazed status may not be removed by any feat/item/ability etc originating from you.
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