Turaniel (Holy Defender)

Copyright Steve Kellison © 2009

Edited by Peter Mork for The Guild Companion

"As you drive deep into the power to smite your enemies, you forget that your true purpose is to serve the gods, not yourself."

Description: A shining silver sword with an engraved symbol of the deity or deities on the crosspiece.

Notes and Abilities:

ĚThe sword is +20 (magic).

ĚThe sword does an additional "Holy Weapon" critical to normal-size creatures (same roll).

ĚThe sword does "Holy" criticals against Large and Super-Large creatures.

ĚThe sword acts as a +20 Holy Symbol (bonus to the Prayer skill) if using the Strange Magic rules.

ĚThe wielder can use the sword to create magical armor by making an Attunement maneuver (20% activity) and consulting the chart below. Unless otherwise specified, any benefits obtained by using this feature of the sword last until the end of the battle or until the sword is sheathed.

GM Notes:

ĚThe sword should be specific to a deity or group of deities appropriate to the world setting.

ĚThe GM can randomly determine the type of sword, as appropriate for the religion.

Holy Defender Results

Spectacular Failure: The gods turn their faces from you. You are struck down by your own sinful nature. You are stunned for 3 rounds as your unworthiness takes your breath away. You feel bereft of the strength of your faith. You may not attempt to access this power again until you spend at least 10 days in continuous fasting and prayer. Any bonus you may have had from an Unusual or Absolute Success is negated.

Absolute Failure: Your pride is your downfall. As you drive deep into the power to smite your enemies, you forget that your true purpose is to serve the gods, not yourself. The power flares briefly and then vanishes. You feel your unworthiness. You may not attempt to access this power again until you have spent at least one day (sunrise to sunset) in fasting and prayer. Any bonus you may have had from an Unusual or Absolute Success is negated.

Unusual Event: Your deity smiles upon you. For 10 rounds, you become an Avatar of your god. Remember to use your power only for good... (The GM will choose the details, but significant abilities appropriate to the religion will be gained.)

Failure: You are overcome with doubts of your worthiness. The power is not there for you. You may not attempt to access this power again until you have spent at least one hour in prayer.

Partial Success: A bright silver gauntlet grows out of the sword and covers your sword arm to the elbow. You cannot drop or "juggle" your weapon, even if required to by a fumble. The gauntlet is considered metal armor for the purposes of critical hits.

Near Success: As Partial Success, but the bright silver armor now covers your entire sword arm, and you glow with a pure white light that illuminates a 10'R around you.

Success: Bright silver armor now covers you as AT18, including a silver, winged helmet. The armor has no encumbrance. If you were already wearing armor, it falls to the ground with broken straps as it is displaced by your magical armor. You glow with a holy radiance that illuminates a 20'R around you.

Absolute Success: The bright silver armor covers you completely, including a full helm with swept-back silver wings. Treat as AT 19 with no encumbrance. If you were already wearing armor, it falls to the ground with broken straps as it is displaced by your magical armor. You glow with a powerful aura of good that illuminates a 30'R around you. Any creature of darkness struck by the sword must make a RR vs. Fear or flee (make a BAR with your level as the attack level) for 1 round per 5% failure. Any undead struck by the sword are affected by a Repel Undead V. (You make the BAR, with a bonus for touching.) Touching the sword to water in a container will create "holy water." You have a +25 (non-cumulative) to all future rolls on this chart until Absolute or Spectacular Failure is rolled.

Unusual Success: The bright armor covers you as AT 19 with no encumbrance. If you were already wearing armor, it falls to the ground with broken straps as it is displaced by your magical armor. The powerful aura of the gods surrounds you, lighting an area around you with the brilliant light of purity out to 50 feet. All creatures of darkness entering the light must make a RR vs. Fear or flee (your level is the attack level, and you make a BAR each round). All undead creatures entering the light treat it as a constant Repel Undead V. (Type VI Undead must still make the Fear RR.) Touching the sword to water will create "holy water." You have a +30 (non-cumulative) to all future rolls on this chart until Absolute or Spectacular Failure is rolled.