Sanctified shield 圣化盾牌
Source Adventurer's Armory pg. 25
Price +100 gp; Weight —
Category: Channel Foci 导能圣器
Deity: Any
Description
A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability.
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Authoritative Vestments: 义正甲鳞Typically worn by senior
members of a faith, these cumbersome but splendidly
ornate garments create an aura of dignity and gravitas
that few dare to challenge. When activated, the garments
make you seem more impressive and worthy of respect
to all viewers within 60 feet of you; you may make a
single Diplomacy check to change the attitudes of these
viewers as a swif action. You can only use this ability on
a particular viewer once per day (additional attempts have
no effect, though you can still persuade viewers normally
without the help of the focus).
Chains of Contrition 悔罪镣铐: Each carefully forged link of
these masterwork manacles (with a good lock) contains
a parable or other quotes excerpted from sacred texts.
Activating the focus increases its Disable Device, Escape
Artist, and break DCs by 5; its hardness increases by 2 and
its hit points by 4. This effect lasts 24 hours or until the
creature frees itself or is released.
Consecrated Weapon: 圣化武器Consecrated weapons may be of
any type—swords, axes, masterwork, mithral, and even
magical—and function appropriately. When activated,
the cleric charges the weapon with positive or negative
energy (as appropriate) so it deals extra damage when
it hits a target. This functions like the Channel Smite
feat, except the additional damage is equal to half the
cleric’s channel energy damage (the target makes a Will
save as normal, based on the cleric’s channel energy DC).
The weapon remains charged with this energy until it
successfully strikes a creature or 24 hours pass, whichever
comes frst. Creatures other than the cleric are able to use
the charged weapon and this ability.
Hallowed Chalice圣杯: Before it is used, this elegant
drinking vessel must be flled with water, wine, or another
ceremonial liquid appropriate to the faith. Activating the
chalice charges the liquid with channeled energy; any
member of the faith who drinks the entire contents of
the chalice (as if drinking a potion) recovers hit points or
takes damage as if the cleric had used her channel energy
on him (including all feats and abilities that affect the DC
and damage). The liquid in the chalice remains charged
until consumed, spilled, or 24 hours pass; some chalices
include a cover to prevent spillage.
Instrument of the Divine:神圣法衣 This masterwork musical
instrument may be of any type (lyre, harp, drum, and so
on). As a focus, it transforms faith into powerful music.
Once activated, a member of the cleric’s faith can draw
upon the power in the instrument to add a sacred (if
positive energy) or profane (if negative energy) bonus on
his next Perform check; this bonus is equal to the number
of dice of the cleric’s channel energy ability. The bonus
persists for the entirety of the performance.
Lock of the Saved: 拯救之锁This sturdy lock may be of any
quality; the cost of making it a channel focus is in
addition to the normal lock cost. When activated, the
lock’s Disable Device DC and the break DC for whatever
it is locking (such as a door or chest) increase by 5; the
lock gains +2 hardness and +4 hit points. The lock retains
these bonuses for 24 hours or until it is forced open
(including picking the lock).
Meditation Crystal: 冥想水晶Though this focus is usually a
hand-sized crystal, the exact form (such as a wooden
idol, an iron disk, and so on) may vary for some religions.
A monk or paladin of the cleric’s faith may concentrate
upon an activated meditation crystal, taking no actions
for 1 minute, and regain 1 ki point or one use of lay on
hands. Once activated, the crystal retains its energy
until a monk or paladin uses it for this purpose or 24
hours pass.
Sanctifed Rings:圣化戒指 A single tiny religious symbol
adorns each ring in this matched pair. If two people
each wear one of the rings and clasp hands, a cleric may
activate both rings with one use of channel energy. If
the person wearing one of these rings dies or removes it,
the other ring instantly cracks; the wearer of the broken
ring knows if it cracked because the other wearer died or
the ring was removed.
Sanctifed Shield:圣化盾牌 A sanctifed shield may be any type
of shield (including bucklers, tower shields, and even
magical shields). When activated, a sacred shield adds a +1
sacred (if positive energy) or profane (if negative energy)
bonus to the wearer’s Armor Class. This bonus lasts for 24
hours or until the wearer is struck in combat, whichever
comes frst. Creatures other than the cleric are able to use
the charged shield and this ability.
Spiked Focus Ward:特护病房 This holy symbol has a small nail
or spike somewhere along its length, allowing it to be
hammered it into a wall, tree, floor, or any hard surface.
Once fixed in place and activated, it stores channeled
energy until it is touched by a creature of at least Small
size or 24 hours pass. If touched, the focus releases the
stored power as if you used channel energy, though it
only heals or deals half the normal damage (including all
feats and abilities that affect the DC and damage). Good
clerics use these items to provide healing in large battles
where a cleric may not be nearby; evil clerics often use
them as traps.
Teaching Staff:教导之杖 Carved from heartwood and bearing
ornate symbols along its length, this staff is used to reveal
critical or uplifing information to other members of the
faith, usually during a sermon. When activated, all
creatures of the cleric’s religion gain a sacred (if
positive energy) or profane (if negative energy)
bonus on Knowledge (religion) checks for 1
minute; this bonus is equal to the number of
dice of the cleric’s channel energy ability.
focus Cost Weight
Authoritative vestments 450 gp 15 lbs.
Chains of contrition 200 gp 2 lbs.
Consecrated weapon +150 gp —
Hallowed chalice 200 gp 2 lbs.
Instrument of the divine 200 gp 3 lbs.
Lock of the saved +50 gp 1 lb.
Meditation crystal 100 gp 1 lb.
Sanctified rings (pair) 5 gp —
Sanctified shield +100 gp —
Spiked focus ward 100 gp 2 lbs.
Teaching staff 75 gp 5 lbs
=================
Holy symbols (and unholy symbols) represent a
covenant between the mortal and the divine. They allow the most pious to call forth the
power of the gods themselves. Whether used to smite
enemies of the devout or to offer succor to the faithful,
holy symbols erase all doubt that the gods have a plan for
their mortal children. A channel focus is a garment or
other object that incorporates a holy or unholy symbol,
and has a special power when a member of that symbol’s
religion channels energy through it.
Activating a focus is identical to channeling energy,
but instead of directing the power outward, the cleric
(or other appropriate character) directs it into the focus,
expending one use of channel energy. This triggers the
item’s ability; the channel does not have any of its normal
effects (for example, a cleric channeling positive energy
through her focus would not heal living creatures or harm
undead in the area). The cleric must wear or hold the
focus, as appropriate. She can still use channel energy in
the normal way, even while wearing or holding a channel
focus. An activated channel focus radiates faint conjuration
(positive energy) or necromancy magic (negative energy).
An unactivated focus is completely nonmagical—it is a
channel for the magical positive or negative energy, but
has no magic of its own.
Because a focus includes the holy symbol of a specifc
religion, in most cases a cleric cannot activate the focus of
another faith (though your GM may rule that a member of
an allied church can activate another religion’s focus). A
cleric whose deity allows positive or negative channeling
may use either type to activate a focus, though some foci
may have different effects depending on what kind of
energy activates them. The cleric can use the focus as a
holy symbol (whether activated or not), though if it is a
worn item rather than a held item she must touch the
item with a free hand.