The Doderman Defense

Sacred Relics Of Helm

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The following items (and errata) were designed to accommodate a cleric of Helm that I DM for.

It’s also a fine example of the kind of surplus extra type stuff that I try to include for each of my player’s characters. After all, it’s all about that cherry on top. And the ice cream on bottom. And the toppings in-between.

Helm of Helm

This robust piece of headgear somewhat resembles that which Helm himself, is often depicted wearing. It is made of mithral and plated with polished platinum that gleams and shines in any light. Though inlaid with brushed gold, and made with great care and expertise, it’s design is relatively spartan. It covers the head and face completely.

In addition to the standard benefits associated with wearing a helmet, the wearer of a Helm of Helm gains a +2 insight to AC. Additionally, a zone of truth effect (as the spell) extends from the wearer in a 10ft radius as long as the face-plate of the Helm is open. Opening the face-plate of a Helm of Helm is a swift action that does not provoke. It does, however, remove the +2 insight bonus to AC. Closing the face-plate ends the zone of truth effect and restores the insight bonus to AC.

1x/day, the wearer of a Helm of Helm may speak the command phrase, “I am the Law” to activate dictum, as the spell.

All spell-like abilities of a Helm of Helm have a CL equal to the HD of the wearer; however, a Helm of Helm does not function (beyond a masterwork helmet) for those who are not followers of Helm in good standing.

Cost: 120,000gp; CL 15; Craft Magic Arms and Armor, dictum, zone of truth, Special: must be a member of the clergy of Helm in good standing.

Weight: 4lbs


Axiom Staff

This finely wrought quarterstaff contains a censer-like portion on one end, usually filled with smoldering incense. Plated with polished gold and inscribed with tiny verses from Helm’s holy books, this weapon has clear religious significance.

Relatively common (as sacred relics of Helm go), this +1 Axiomatic/+1 Axiomatic quarterstaff gains additional powers when wielded by a priest of his church in good standing, as follows.

3x/day, the wielder may cast order’s wrathwith a CL equal to their HD

1x/day, the wielder may touch a weapon with an Axiom Staff, imbuing it with special power. The touched weapon becomes axiomatic for the next 24 hours, after which point it must Save* DC: 10 or crumble to dust.

*weapon’s enhancement bonus applies to this save as a bonus; mundane (even masterwork) weapons are allowed no save.

Cost: 69,600gp; Strong Evocation; CL 14, Craft Magic Arms and Armor, order’s wrath, creator must be lawful


New Minor Artifact: Blind Justice

 

Photo by Gustavo Alcantara on Pexels.com

This pure white length of silk is nearly six feet long. It is hemmed with gold and has ivory prayer beads attached at the ends. Though it is meant to be worn as a blindfold, it seems better suited to be a scarf, belt or sash.

When a follower of Helm in good standing with the church dons this blindfold, they become immune to visual or sight-based Illusions (such as silent image or displacement), and gaze attacks (such as a medusa’s petrification ability), and are considered to be under the influence of true seeing, as the spell. Additionally, you are able to instantly discern the alignment of any creature within visual range (undetectable alignment and similar effects can foil this ability).

However, while wearing Blind Justice, you are unable to determine the race, age, gender, or distinguishing physical features of anyone. You detect others as they ‘truly’ are, ‘in the eyes of Helm,’ meaning you can determine, for example, if they are in their true shape or an assumed one, but not what those shapes look like. While you are not affected by invisibility or blur, you would not be able to recognize a persons’ face whom you encountered while wearing the blindfold.

Blind Justice simply does not function for non-lawful, non-chaotic characters, except as a blindfold.

Should a chaotic creature ever don Blind Justice, not only does it not function for them, they are stricken permanently blind (no save, Spell Resistance applies). Additionally, they gain 2 negative levels which can only be removed by returning Blind Justice to a priest of Helm in good standing.

Strong Divination; CL 18

Weight: .1lbs


Hammer of Justice

We actually already discussed this item in Hammer Time. Just thought it ought to be mentioned here for your convenience.


There you go, folks! Hopefully you can find a home for these uniquely lawful items in your campaign. As always, feel free to adapt and change these rules to your liking.

After all, it’s your game. Enjoy!

-L. Doderman (never breaks the rules.)

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