Complete Champion - 3.5e

Page 157

it, so it holds no visual distinction. While spells such as detect size category or smaller with a necromantic spell, that crea­ magic might reveal the truth, sometimes the only way to be ture instantly reanimates as a zombie under her control. This sure is to attempt to access the power of a Sepulcher of Wee Jas zombie does not count against the character's HD-based lim­ at the site and see whether it works. it on the number of undead that can be controlled by spells such as animate dead, and commanding it is a free action. The DC 28 (arcana or religion): Only those willing to taste death zombie remains animate for a number of rounds equal to 1 + and those with a gift for necromantic magic can claim the the level of the spell that slew it, then dies again. power of a Sepulcher of Wee Jas. Those who prove unworthy suffer for their hubris. In addition, the standard Will save for half damage no longer applies to any inflict spells that the recipient spontaneously Description: Every Sepulcher of Wee Jas is an ornate tomb casts (though it applies normally for prepared inflict spells). A or crypt. Most are constructed of marble or granite, but a spellcaster who lacks the ability to swap out prepared spells few are simply dug into the earth or made of materials other for inflict spells gains the power to do so as though she were than stone. These sites often boast detailed decorations and an evil cleric of her divine caster level, but only once per day. engravings, which might or might not include symbols of The Will save applies normally in this case. Wee Jas. The typical Sepulcher of Wee Jas is merely one tomb in the middle of a great cemetery, but a few stand alone on Duration: The abilities granted by a Sepulcher of Wee Jas private lands. The air within the Sepulcher is cold and dry, last for 1 month. and sounds often fail to echo, as though the dimensions Aura: Strong necromancy. of the crypt were larger Ability Value: 7, 000 gp. than they appear. Adaptation: Although few deities other than Wee Prerequisite: Only a Jas are associated with both spellcaster who has Spell death and magic, any god of Focus (necromancy), and death or necromancy could at least 5 ranks in both create a similar holy site. Knowledge (arcana) and Knowledge (religion) can gain the powers of a Sepul­ TEMPLE OF THE cher of Wee Jas. An actual FIRST DAWN worshiper of Wee Jas has In a distant land, atop a pla­ an easier time qualifying teau so high that the air is (see below), but allegiance thin and the wind blows to the Ruby Sorceress is cold, stands an enormous not a prerequisite. cathedral. Made by hands far older than human, its Location Activation: gold-hued mithral frame­ The ritual required to work supports stained glass access the power of a walls of unearthly beau­ Sepulcher of Wee Jas is ty. The air inside is warm particularly hideous be­ and comforting despite cause the petitioner must the chilling winds outside, sample death. She must and darkness and evil seem enclose herself in a coffin distant and unimportant within the Sepulcher and within its walls. lie within—awake but unmoving—for 24 hours. This luminous struc­ During this period, she ture is the Temple of the First takes ld6 points of nega­ Dawn, the holiest site of tive energy damage every Pelor's faith. According to 2 hours. Assuming the myth, this spot was where character survives, she the rays of the sun first must attempt a DC 30 Only those willing to taste death can benefit from a Sepulcher of Wee Jas touched the earthen skin Knowledge (arcana) or of the world, warming its Knowledge (religion) check (her choice) when the required surface and lighting the eternal night on the morning when time has elapsed. A worshiper of Wee Jas gains a +5 cir­ creation began. The cathedral is aptly named, because this cumstance bonus on this check. Success indicates that the place is indeed the site of the very first dawn. petitioner has acquired sufficient insight into death to gain Lore: Characters can gain the following pieces of in­ the site's granted power. A character who fails the check by formation about the Temple of the First Dawn by making 10 or more points, however, instantly contracts mummy rot Knowledge (religion) checks at the appropriate DCs, as (DMG 292), no saving throw allowed. given below. DC 15: The Temple of the First Dawn was built on the site Recharge: A given Sepulcher of Wee Jas can grant its ben­ where, according to Pelorian myth, the rays of the sun first efits to a single character only once per month. touched the earth when reality began. Even the greatest of Special Ability (Su): Any time the recipient of the power Pelor's scholars don't know who built this cathedral. granted by a Sepulcher of Wee Jas kills a humanoid of her own

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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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