The Five Books of Elemental Enlightenment
Aura strong (all schools); CL 20th
Slot none; Weight 3 - 5 lbs
The origin of these five books has been lost to antiquity. There are rumors that these are the remnants of lost gods but to words, the musings of a mad demon lord who obtained "enlightenment", or the writings of the First Wizard or Alchemist. What is known is that each book is often found in a location corresponding to their respective element, contained inside an ornate wooden chest. Inside these chests are the appropriate book, a set of vials, regents, and a specialized figurine of wondrous power
that serves as a servant and guardian to the obtainer of the book. While each book is, in and of itself powerful, it is only together that one can achieve the set's true potential. Reading each book takes at least 72 hours study. This study can be broken up into 9 days, at 8 hours of uninterrupted reading and study each day. After that period the bonuses from reading the book are granted, and the book's power becomes dormant.
Once all five books are brought together, the reader is able to use the five books to enact a powerful ritual to grant the benefactor (or benefactors, depending on the situation) to become immortal. This ritual requires all 5 books, a Spellcraft check at DC 40, and a Craft: Alchemy check at a DC 40. If the ritual fails, the would-be immortal instead becomes a lich (or possible other undead at the Game Master's discretion). Upon completion of the ritual, successful or not, the books slam shut, teleport away, to different locations then where they were found.
The Book of Solid Earth
This thick, heavy (weighing in at almost 6 lbs.), hard dark brown leather bound smells of freshly turned earth. The tome grants the reader understanding into the physical nature of world. It discusses being strong and firm, like the mountains around you. Strength of body and of mind are pinnacles that are discussed. It also warns that believing in strength alone is weakness as well, as even the gentle stream can carve canyons out of the oldest mountains.
- Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five character levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.
- Fist of the Earth (Su): You gain the Improved Unarmed Strike feat as a bonus feat.
- Inner Strength of the Mountain (En): Gain a +2 enhancement bonus to both Fortitude and Will saves
- Earthen Alchemy: Gain an inherit +2 bonus to Craft: Alchemy checks. This bonus stacks with the inherit bonuses provided by other Books of Elemental Enlightenment.
The Book of Cunning Air
This ornately embossed blue and white leather bound appears to have almost no weight or scent to it. In reading this tome one is taught the principles of moving like the wind. The wind is ever present, but unseen. It's force is incredible, and non-existent all at the same time. Concepts of moving when needed and being still when needed are discussed. Action is not to be wasted.
- Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five character levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
- Moving Like the Wind (En): You gain a +2 enhancement bonus to Acrobatics and Stealth checks. Also, you gain a +1 dodge bonus to AC. At 5th level, you gain Evasion. This stacks with evasion gained as a class feature from any source.
- Messages on the Wind (Ex): You gain the scent ability.
- Ariel Alchemy (En): Gain an inherit +2 bonus to Craft: Alchemy checks. This bonus stacks with the inherit bonuses provided by other Books of Elemental Enlightenment.
The Book of Dancing Fire
This tome is bound in a cover apparently crafted from the hide of a red dragon, and remains warm to the touch when held, no matter what the ambient temperature is. The author describes Fire as the perfect dichotomy of existence. It is light and shadow, comfort and fear, passion and wisdom, the embodiment of yin and yang. If one learns to master their inner fire, they can begin to master their true self.
- Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of f lame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your character level (minimum 1). Weapons with reach avoid this damage.
- Fire Within, Fire Without (Su): You may use the Elemental Fist feat with your unarmed strikes. Theses strikes may only be of the fire type, if this is the only book that you have read. If you have read The Book of Solid Earth you may choose to inflict acid damage, The Book of Cunning Air you can choose electricity, The Book of Ever Changing Water permits the use of cold, and The Book of the Encompassing Void this damage is considered as force damage. You may use this ability 3 + Wisdom modifier (minimum of 1) times a day.
- The Fire Dance (En): The character gains a +2 enhancement to Reflex saves, as well as a +2 enhancement bonus to Bluff and Perform: Dance skills. The character also gains the benefit of Two-Weapon Fighting feat.
- Burning Alchemy: Gain an inherit +2 bonus to Craft: Alchemy checks. This bonus stacks with the inherit bonuses provided by other Books of Elemental Enlightenment.
The Book of Eternally Changing Water
No matter how dry it really is, this shark hide bound book always feels cool and damp to the touch. Water can never truly be contained, the same is true for the soul. Water adapts to any environment, and changes that same environment at the same time with patience and subtle strength. Rivers travel to the sea, starting as rain and ice, becoming the gentle stream, the roaring torrent, the majestic waterfall, the nourishing delta, the noxious swamp, the mysterious fog, the vast ocean, eventually to begin the cycle once again. Water never truly stops; it only waits to change, again.
- Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five character levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
- Fluid Mind (Ex): One who understands water is able to react to any situation and flow away from that which would control it. This functions as the rogue Advanced Talent Slippery Mind.
- Fluid Form (Su): A master of water can begin to control their own form. At 1st level, they can begin changing their shape a number of times per day equal to 3 + their Intelligence modifier (minimum of 1). This beginning transformation is the equivalent to the alter form spell. This ability increases in versatility as the character increases in level. When the character reaches 5th level the ability can act as elemental body I; at 8th it acts as elemental body II; at 11th it behaves as elemental body III; at 14th as elemental body IV and form of the dragon I; at 17th form of the dragon II; and finally at 20th form of the dragon III. The elemental body and dragon form forms are limited to only types related to elements that you have already mastered, in the case of Void, you can change into dragons with the outsider type. Also, the duration for this ability is equal to your Constitution score in minutes.
- Aquatic Alchemy: Gain an inherit +2 bonus to Craft: Alchemy checks. This bonus stacks with the inherit bonuses provided by other Books of Elemental Enlightenment.
The Book of the Ever Present Void
The final book in the series bears no tingle, warmth, coldness, scent or weight. It does not glow nor radiate magic. It just conveys the feeling that it is there, in your hand, and that is has always been there, in your hand. The draconic glyphs for "everything" and "nothing" are etched in platinum on the enveloping black cover. Within the words of the tome, the scribe explains that Void is not just emptiness, it is fullness. It is everywhere and nowhere. It is magic and the absence of magic. It is the canvas of creation in all of it's glory, and still containing plenty of space for even more infinite creations.
In studying this book, the reader actually must make a Will save at DC 30 in order to gain the advantages of this final book. Failure means that they will need to attempt reading this book one year later.
- Void Supremacy (Su): You gain a +2 enhancement bonus to Perception and Sense Motive checks. This bonus increases by +1 for every five character levels you possess. In addition, you gain a +1 caster level bonus to all divination spells that you cast. This bonus applies also to any divination based class, spell-like and supernatural abilities. Also, starting at 5th level the character gains blindsense 10 ft.This sense increases by 10 feet for every 5 levels afterwards, to a maximum of 30 ft. at 20th level.
- Senses of the Void (Su): You are now able to use analyze dweomer at will. If you are a spell caster you can now cast any "detect" spell spontaneously, as a cleric would cast healing spells. Also, you gain a +4 void bonus to Initiative, and the benefits of the Uncanny Dodge class feature, which stacks appropriately with any existing Uncanny Dodge abilities.
- Soul of the Void (Su): The character gains Spell Resistance of 8 + the character level + the character's Charisma, Intelligence, or Wisdom modifier, which ever is greater.
- Perceive Fate (Sp): Once per day, you can use the spell commune as a cleric of your character level.
- The Final Alchemy: Gain an inherit +2 bonus to Craft: Alchemy checks. This bonus stacks with the inherit bonuses provided by other Books of Elemental Enlightenment.
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