THE CLAW OF TAIR

THE CLAW OF TAIR

 By: Whitemagicwhitch

 

13th AGE

 

(glove/arm)

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions, the wearer of the glove is recognized by priests both good and evil.

Attunement: Simply place your hand in the glove. The glove consumes and replaces your hand.  Only death or the loss of the wearer’s soul can remove the demonic glove.

Bond of Eternity: Always: Bonus to attacks and damage for you and every nearby party member, but only against truly evil creatures: +1 (adventurer); +2 (champion); +3 (epic). This bonus stacks with bonuses from magic weapons. GM’s call if something is ‘truly evil’ - but generally demons, dark magics, hexes, and curses are ‘truly evil’.

Eye of Righteous Judgement: Recharge 11+: This battle any nearby ‘truly evil’ creature glows. Ranged attacks against glowing creatures gain a +2 bonus to hit. Glowing creatures can not hide nor become or remain invisible. The power automatically recharges if no evil creatures were present in a battle.

Name of Quirk: Quirk: You become very judgemental of minor faults, pointing out your friends’ foibles and shortcomings to help them improve. Over-Attunement:  You can no longer eat food unless the food has been consecrated beforehand. Exactly what consecration involves is down to the GM.

GMs: Who was the god Tair? Tair is a lost god, but what does that mean - is Tair dead or imprisoned somewhere? Does Tair still have worshipers? Do temples or shrines to Tair still exist? Can evidence of Tair be found in the carvings on courthouses, or is evidence more likely to be found in musty scrolls or in hidden mountain top monasteries? Where did the eye come from? The glove is demonic, yet Tair seems to oppose demons - why is this?

PATHFINDER

 

The Claw of Tair

Aura strong evocation; CL 20th

Slot hands; Weight 1 lbs

Description

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions, the wearer of the glove is recognized by priests both good and evil.

Attunement: Simply place your hand in the glove. The glove consumes and replaces your hand.  Only death or the loss of the wearer’s soul can remove the demonic glove.

Bond of Eternity: Always active. You grant a +1 sacred bonus to attack and damage against truly evil creatures to all allies within 30 ft. This bonus increases by +1 at 7th level and again at 14th level. Truly evil creatures include outsiders with the evil subtype, evil undead, and any creature or character that the GM determines to be particularly vile.

Eye of Righteous Judgement: You can mark an evil creature by pointing at it with the Claw of Tair as a standard action. The target is outlined with light negating concealment including darkness and invisibility and grant a +2 bonus to hit against it. The glow lasts for 1 hour. You can use this ability once per day at 5th level. You gain an additional use at 10th and 15th level.

Hand of Justice: At 12th level any weapon you wield in your left hand gains the Holy weapon property.

Name of Quirk: Quirk: You become very judgemental of minor faults, pointing out your friends’ foibles and shortcomings to help them improve. You take a -1 on Diplomacy checks. Over-Attunement:  You can no longer eat food unless the food has been consecrated beforehand. This requires a 30 minute ritual in that requires you to spend 5 gp on religious paraphernalia such as incense and make a DC 15 Knowledge (religion) check.

GMs: Who was the god Tair? Tair is a lost god, but what does that mean - is Tair dead or imprisoned somewhere? Does Tair still have worshipers? Do temples or shrines to Tair still exist? Can evidence of Tair be found in the carvings on courthouses, or is evidence more likely to be found in musty scrolls or in hidden mountain top monasteries? Where did the eye come from? The glove is demonic, yet Tair seems to oppose demons - why is this?

SAVAGE WORLDS

THE CLAW OF TAIR
(glove/arm)

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions; the wearer of the glove is recognized by priests both good and evil.

Attunement: The Claw of Tair automatically bonds with and attunes to the wearer. Once you take on the Claw of Tair, you cannot remove it without passing through the Trials of Sacred Honor, a long and arduous series of challenges that tests your mental fortitude, your physical stamina and your devotion to heroic ideals.

Might of the Righteous: The Claw of Tair is a one-handed weapon that deals Str+d6 damage. Against evil supernatural creatures (such as demons or undead), the Claw of Tair deals an additional +2 points of damage.

Insight of the Just: Once attuned, your powers of observation become honed by Tair's Blessing. You gain the effects of the Alertness Edge. If you already possess the Alertness Edge, you gain no additional benefits.

Eye of Judgement: The Claw of Tair possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge trait check (or Knowledge (Religion) skill check, at the GM's discretion) to activate. The Eye of Judgement may be used to activate the following powers:
* Bolt (PP: 1-6; Rng: 12/24/48; Dur: Instant; Trappings: Golden beams of sunlight): Shoot up to 3 bolts. See "Savage Worlds Deluxe" for more details.
* Smite (PP: 2; Rng: Touch; Dur: 3(1/rd); Trappings: Glowing runes crackling with energy): Enhances a weapon's damage. See "Savage Worlds Deluxe" for more details.

Soul of Justice: You always seek to help those in need. You gain the Heroic Hindrance. Over-Attunement (Attuned to more than one item per Rank): You must pray openly and sincerely to the Lost God at least five times a day, or you lose the powers of the Claw of Tair. These are most often performed upon waking (before dawn), at mid-morning, at noon, at mid-afternoon, and after twilight. The prayers are long and involved, and require at least ten minutes and possibly a successful Knowledge (Religion) skill check to complete. Even "powerless", the Claw of Tair counts as a Str+d6 weapon, and cannot be removed.