Dawnhunter
This amythyst, red, gold +1 light fortification breastplate was carved directly from the stone. It belonged to Commander Helmrunner of the Ever-Advancing Legion, said to have been one of the dwarven commanders to lead an army to the surface during the Quest for the Sky so long ago, who commissioned it according to a vision given by Torag.
In areas of magical darkness, Dawnhunter radiates light with an effect spell level identicle to the spell creating magical darkness at a range of 5 ft. radius per spell level. This light counters and dispels magical darkness within its radius only. When worn by a dwarf, the dwarf gains damage reduction equal to the Dawnhunter's effective spell level that cannot be bypassed. Creatures with light sensitivity, light blindness, or a weakness to natural sunlight must roll twice and take the worse result against the Dawnhunter's fortification ability.
Dawnhunter can only be destroyed by a dwarf knowingly and willingly carrying it back to the depths where it was forged without the use of magic and living for 100 years in absolute darkness.
Token of the Damned
If this token is on a creature when they die, it automatically ressurects that creature as the spell ressurection. This process takes one hour and has no effect if it was not on the creature at the moment they died or if it is removed from a creature before the process completes. During that hour, the creature experiences the afterlife they would have gone to had they actually died, though they do not gain the ability to resist the effect of the token of the damned, nor do they remember specifics about the afterlife, only general pieces such as where they went, what happened to them, how the felt, and possibly what was said to them at the GM's discretion.
This item has no effect if the creature was unaware of its presence on their person at the time of their death. Once this item successfully returns a creature to life, it crumbles into dust.
Aohl
This fully recombined artifact has a golden eagle on one side and a bat on the other, bound together in an ancient pact between the two dieties, Easivra and Viriavaxus in a now-forgotten dualistic religion. The Aohl cannot be destroyed, but may be split apart into three corallating pieces only by two people with equal claim upon the artifact who found it as friends and seperate as enemies.
The Aohl appears to be a non-magical but high-quality holy symbol to unknown gods (Easivra and Viriavaxus), but is in fact shrouded by a permanent magic aura. A wearer may cause it to start or stop radiating daylight or deaper darkness as a swift action by calling upon Easivra or Viriavaxus respectively. A worshipper of either diety may also call upon either of them as a standard action to cast any of the following spells (CL15) from the spell pool, with spells with the light descriptor resulting from calling upon Easivra and spells with the darkness descriptor resulting from calling upon Viriavaxus:
At Will - Detect Undead, Disrupt Undead/ Disrupt Living, Daze Monster (DC13); 7/day Blindness/ Deafness (DC13); 3/day searing light/ searing darkness; 1/day sunbeam/ enervation (DC20)
Avatar of Easivra: An Avatar of Easivra does not need to call upon Viriavaxus to use his variant of abilities, though they do sense only mild dissaproval from Easivra if they choose to do so anyway. Easivra no longer automatically manifests to choose an avatar, but worshippers of Easivra may call upon her while holding the Aohl to try to become her Avatar. While wearing the Aohl, the Avatar of Easivra may sprout their golden wings at will as a standard action and dismiss their wings as a free action, though it retains its one-minute time limit. Once per day, by presenting the Aohl as a standard action, an Avatar of Easivra may cast Sunburst (DC22). However, after casting Sunburst the Avatar of Easivra may no longer sprout wings until the following sunrise.
Avatar of Easivra Bonus: For 1 minute/ day, the player may sprout eagle wings made of pure light as a standard action, granting a fly speed of 60 feet with good maneuverability as the spell fly. Characters of faithful classes gain additional bonuses.
Clerics and inquisitors gain an extra domain from Easivra’s list. Oracles gain the Solar mystery as an additional mystery or a mystery of their choice if they already have the solar mystery, though their revelation progression remains unchanged; oracles only gain one final revelation and must choose between their available options. Warpriests gain weapon focus (Morningstar) as a bonus feat and may choose one additional blessing from Easivra’s list. Paladins gain extra lay on hands as a bonus feat; At first level, any weapon the paladin is proficient with (including unarmed strikes if they have improved unarmed strike) is treated as though it were masterwork and are treated as though under the effect of additional spells at the following levels: bless weapon at 4th, weapon of awe at 8th, greater magic weapon at 12th, and crusader’s edge at 16th; these effects are cumulative and operated as if cast by a caster with a caster level equal to the paladin’s caster level except with a permanent duration, and if dispelled they are renewed when the paladin regains their spells or after 24 hours.
Armor of the Triune
Designed for the Knights of the Triumvirate, the Armor of the Triune denoted Knights, usually paladins, clerics, fighters, and cavaliers, whom had made a specific oath to Aroden. Patterned after the mythical Armor of the Triumvirate, this lesser armor could be created for each Knight. With the loss of the Armore of the Triumvirate at the opening of the Worldwound and the commencement of the Age of Lost Omens, the secrets to making the armor sets were eventually lost to time, and most of the remaining artifacts lost in the early crusades.
The Armor of the Triune comes in a matching set of +3 mithral longsword, coat of plates (equivalent to chainmail), and heavy shield, with each engraved in holy iconography for Aroden, Arazni, and Iomedae. When worn, as a swift action, the wearer may call upon one of the gods to receive their blessing for one round, with each god able to grant their blessing every 1d4 rounds. Calling upon Aroden grants the armor, whield, or weapon the Ghost Touch ability, while calling upon Arazni grants Undead Bane/Defiant and calling upon Iomedae grants the Evil-Outsider Bane/Defiant ability. When wearing more than one piece of a set of the Armor of the Triune, all pieces are activated with the same swift action.
As a move action, a wearer of one or more pieces of the Armor of the Triune may activate all pieces of all sets of the Armor of Triune within 30ft. Regardless of the method of activation, each piece of the Armor of the Triune may only have the blessing of one of the three dieties at a time, which is always the most recently activated.
Chelish Crux
This strange and baffling object appears to be a silver dodecahedron made of silver platted cold iron and measures about 5lbs and 6" in diameter. Each face of the crux is carved with a different rune, and when one looks upon the thing, the observer has the unsettling sensation that they can see either too many or too few sides at once. Rolling the Crux makes it abundantly clear that the object is hollow, with numerous objects within sliding around.
A Chelix Crux is similar to a bag of holding in that its interior space is larger than its exterior would suggest, and functions the same way as a bag of holding when determining how long a living creature can survive within or what happens when placed inside another extradimensional object, with the exception that its contents do not errupt when placed within an anti-magic field, it instead becoming temporarily impossible to open.
Once a particular Chelish Crux's combination is known, a character can open it automatically as a three-round action, though it cannot be opened by a creature with a weakness to cold-iron, silver, or evil-aligned weapons. Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal, with the objects inside appearing in the center of the sheet. An unfolded Crux automattically folds as soon as a character attempts to bend any of the sheets four corners as a move-equivallent action, folding up around any objects that sit upon its face at the time. The sight of the Crux folding around an item appears as though the items are being crushed and snapped at odd angles, though when it is opened, the items inside are revealed to be unharmed.
A Chelish Crux can hold up to 200 lbs of objects, but the physical size of the contents is irrelevant. Objects that would exceed the Crux's capacity are instead gently pushed aside by the refolding action. A Chelish Crux has a hardness of 10 and 300 hit points which regenerate at a rate of 12 per round, and can be forced open with a strength check of 28. If forced open, the Crux is destroyed, dealing 12d6 + 24 points of fire damage to all creatures and objects within a 10-foot-radius, including to its contents (reflex DC 25 halves). This fire damage bypasses any immunities and resistances held by creatures who have damage reduction bypassed by silver, cold iron, or evil-aligned weapons and deals double damage to creatures of the extraplanar subtype.
Grave Tallow
These magical candles draw forth spirits from the mortal remains of long-dead creatures, allowing for a short seance with the deceased while the candle's wick burns.
In order to function, a grave tallow must be placed amid the physical remains of the body to be spoken with. These remains can be partial, or even just a handful of ash or grave dust, but a tottally destroyed body (such as the results of a destruction or disintegrate) doesn't leave enough material for a grave tallow to function. When list, the smoke rising from the candle grows thick and a ghostly shape similar to the creature's appearance manifests in the smoke.
At this point, the manifested spirit can speak, adhearing to the rules for a speak with dead, except the condition of the remains does not affect the spirits ability to communicate, and the spirit always manifests - though it is still limited to what it knew during life and answers may be brief, cryptic, or repetitive if the creature would have opposed the summoner in life. After five questions have been asked, the candle burns away and the smoke dissipates. Further more, once a body has been spoken with via a grave tallow it cannot be spoken with again via another candle, speak with dead, or similar ability including wish as the burning of the candle "burns out" the latent necromantic and spiritual energy left behind by the soul's parting from the world (this does not harm their actual soul). Communication with the departed after the use of a grave tallow instead requires bringing the deceased back from the dead.
Truecolor Dye
Horticulturists harvest this magical dye from the pulp of rare plants found only in the lushest regions of Tian Xia. Bisby first encountered this dye while visiting the royal courts of the Miracle Samurai during his early adventures as a Pathfinder. He made a point of returning with several bottles, and the decision served him well over the next several decades.
Truecolor dye produces vibrant colors, yet the actual color that registers varies according to the personality and temperment of the viewer—the viewer’s good, neutral, or evil alignment component determines the color he sees. Good viewers see a pleasing gold, while evil viewers see a rich blood red. A neutral viewer sees the dye as its actual color, a dull orange. Centuries ago, truecolor dye was used in the miracle courts of Tian Xia as a way to trick emissaries into revealing their alignments, but its secret has long since been disseminated on the eastern continent and lost its hidden value. A DC 25 Knowledge (geography or nature) check reveals the dye’s nature.
A single vial of truecolor dye is enough to coat a square foot of material, or to ink 5 pages of text. Once applied, truecolor dye is permanent, although it can be washed off with universal solvent.
Vintage Potions
A legendary retired Pathfinder-turned-brewer named Zoan “Vintage” Tyspar, whose own life was saved repeatedly by potions during his adventuring career, asked why it was necessary for the standard magical elixir to taste so incredibly awful. Tackling the problem with enthusiasm, he experimented with the means to safely mix his creations with a selection of fine wines and spirits. In time, Vintage even began bottling his successes in glass wine bottles, much to the delight of the other Pathfinders. Those that followed the works of Vintage came to know which brands and years symbolized the different magical effects available. Those who did not were on the receiving end of good-natured jokes.
Each full bottle of vintage potions contain a total of six doses. While these may be taken normally, when forcing a bottle down the throat of another creature, the entire bottle is used, and the creature gains the benefit of 1d6 doses (max equal to the constitution bonus of the creature, minimum of 1). The bottle may also be chugged as a full round action, allowing the creature to gain the benefits of a number of doses equal to 1 + the creatures CON modifier. If the potion is instantaneous, apply the effect of each dose separately; otherwise, each successive dose increases the effective caster level of the potion by the caster level of the dose.
Vintage’s methods of brewing and mixing magical reagents with alcohol have been lost to time, though PC’s with the Brew Potion feat may attempt to learn to duplicate his work in time.
Clasp of the Mind Scream
This strange device grants the ability to mentally communicate with others, yet proves difficult to control. It generates a constant field of mental static that grants the wearer a +1 bonus on Will saves against mind-affecting effects. The wearer may generate an attack similar to the spell shout (CL8 DC16), though the sound is mental, and thus does not affect items or creatures immune to mind-affecting effects, and its damage is not affected by sonic vulnerability, resistance, or immunity. In addition, as part of the attack, the wearer may make a DC 20 Charisma check to shape a specific noise or message of five words or fewer. These sounds are purely mental and not heard by any creature outside the area of effect.
The wearer may use this effect 1d3 times per day. The GM determines how many times per day the clasp of the mind scream can be used. If the wearer attempts to use the clasp beyond this number of times, he is affected by its effects and the clasp is inert for the next 24 hours.
Entwined Syrinx
This complex wind instrument is made of interwoven, gilded pipes. It is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances made using the Entwined Syrinx.
Anytime anyone attempts to play the Entwined Syrinx, however, they must make a DC 15 Will save or be compelled to play a dirge of somber beauty. The dirge acts like the fascinate bardic performance — even if the character is not a bard or cannot use Perform (wind)—affecting every creature within 90 feet able to see and hear the character, including the musician playing the Entwined Syrinx. The DC to resist this effect is 12 + the performers Charisma modifier + 1/2 their bard level (if any); the +2 Perform bonus is already included in this DC. This effect persists and the musician continues to play for 1 hour, or until the performance is interrupted.
Felhart
Felhart is a +2 bane longbow crafted from the fiercely carved horns of at least two venerable stags and strung with a cord laced with silver. The designated foe that its bane effect functions against varies, being determined by the creature a wielder hates the most when the bow is first picked up (as decided upon by the GM). This bane effect remains the same for a wielder, regardless of how many times he’s used the bow. Thus, for one user it might be a bane vs. humanoids (humans), while for another it might be a bane vs. dragons. A wielder can do nothing to change the bow’s bane effect.
In addition, once per week, felhart’s wielder can summon a reliable steed as per the spell mount. This creature takes the form of a lean, swift white elk that, despite its almost ghostly appearance, possesses the same statistics as a horse. This creature allows felhart’s wielder to ride it, and serves loyally for up to 5 hours, vanishing at the end of this time. The mount will not allow any creature beside felhart’s wielder to ride it unless the weapon’s bearer succeeds at a DC 16 Handle Animal check. Even if this check succeeds, the mount only allows another rider to ride along with the weapon bearer. The elk never allows a strange rider to ride it alone.
Golden Dragon Kite
This painted silk kite depicts a shining golden dragon. In an area with 40 feet or more of vertical space and in conditions of light to moderate wind, a golden dragon kite can be unfolded and raised into the air as a full-round action. The user can direct the kite to move up to 100 feet from him in a single turn (but no farther). Three times per day, the kite can cast burning hands. The spell originates from the kite but acts as normal in all other ways. This spell can only be reproduced while the kite is flying, a process that takes 1 minute to achieve.
Hand of Abendigo
This nearly perfect pearl replica of a hand is attached to a gold chain and can be worn as an amulet. Once per day, the wearer can animate the hand as an immediate action. The hand attempts to grapple an adjacent foe of Medium size or smaller, using the wearer’s CMB. If it succeeds, the hand deals 1d4 non-lethal damage every round it maintains a grapple. If the grapple attempt fails or the victim escapes the grapple, the hand ceases its activity. If any creature within reach of the amulet (including the wearer) attempts to steal anything, the hand activates and attempts to choke the creature. If the amulet is not currently worn, it uses the victim’s own CMB and Strength to determine the attack bonus and damage.
Dream Journal of the Pallid Seer
This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death—though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.
Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.
The Dream Journal of the Pallid Seer is affected by a permanent magic aura that makes it appear to be nonmagical.
Kybwa'ka War Mask
This oversized wooden mask covers the face and extends down to a point at the wearer’s waist, covering most of his chest and abdomen. It is simplistically carved as a stylized, bestial face distorted with rage or nightmarish styles. The light wood provides little protection, yet is magically reinforced to grant a +1 armor bonus. In addition, once per day as a free action, the wearer can cause the mask to warp and contort ferociously, causing a single creature within 15 feet to make a DC 14 Will save or become frightened. This is a mindaffecting fear effect.
Talisman of the Orc Mother's Fury
This small statuette—carved from the tusk of a dire boar, chunks of twisted metal, or some manner of dark stone—is a simplistic depiction of a pregnant deity, fiend, or orc. Dark stains mark the face of the crude icon, typically smears of a fallen orc’s blood. A simple strand of leather affixes the amulet around the neck.
The figurine allows the wearer to act normally for a single round after being reduced to less than 0 hit points, as though he had the orc ferocity half-orc racial ability. A wearer with orc blood is instead treated as though he had the Diehard feat. If the wearer is of orc blood and already has the Diehard feat, he may act normally for an additional round after being reduced to below 0 hit points.
Whenever the wearer of the talisman is reduced to less than 0 hit points, the amulet weeps tears of blood. Should the wearer be slain, the talisman screams and shatters.
Staff of the Blue Dragon
The magical staff of Sandor Strange, this unique +1 Quarterstaff can be used to cast the following spells:
Ventriloquism (1 charge), Lightning Bolt (2 Charges), Fear (4 charges).
Rod of Shadowy Splendor
This magical rod was carried by Ilnerik Sivanshin, and carries with it the corruption of the Plane of Shadow. This magic rod functions identically to a standard Rod of Splendor, save that the garb it creates is always in hues of red, white, and black, and the palatial tent it creates contains no food and is dimly lit. This gloom cannot be altered by any effect less-potent than a 5th-level spell
When wielded as a weapon, the Rod of Shadowy Splendor normally counts as a +1 light mace. However, when it is wielded by an extraplanar creature native to the shadow plane or a creature with a weakness to light against a creature that isn't from the shadow plane or with a weakness to light, it counts as a +5 light mace. This power also works in the reverse (wielded by a non-extraplanar creature against creatures with a weakness to light or native to the plane of shadow.)
Avengens Unholy Symbol
This Unholy Symbol of Asmodeus dangles from a chain designed to be worn around the neck or wrapped around the wrist. Found dangling from an upthrust broken spear, it is unmarred by the passage of time or the surrounding filth.
This Unholy Symbol is filled with the intelligence of the destroyed former mayor, Avengen, and contains the vast sea of knowledge held by his now fractured and insane mind. A character holding the symbol in their hand or around their neck can feel his intelligence brooding within and takes 1 negative level that cannot be overcome in any way unlesss they are Lawful Evil until they are no longer wielding the Unholy Symbol. While wielded, they may use the symbols knowledge to recall any one spell cast earlier in the day, as though using a pearl of power of the appropriate level, once per day. They may also ask a question of the former mayor, who will answer to the best of his knowledge, though questions about topics other than Asmodeus, the Asmodean Knott, or the nature of undead are generally wasted (K: Religion +15).
Curse: Contacting the mayors mind or activating the pearl deals 1d4 points of wisdom damage.
Ring of the Ass
This item appears to be a ring of the ram and functions as such with the exception of the curse effect, with the exception that the ram-like force manifested vaguely resembles a kick from a donkey instead.
This ring currently has (32) charges. By commanding the ring, the wearer can spend manifest a ranged attack dealing force damage with a maximum range of 50 feet dealing 1d6 points of damage per charge used (maximum of 3 charges per activation for 3d6). The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 ft. of the wearer with a CMB of +17, with an additional +1 per extra charge used (max of +19). This ring may also attempt to break down doors as though it were a character with a strength score of 25, 27, and 29 depending on the number of charges used.
Curse: The wearer of this ring is filled with a mild sense of self-loathing. This manifests in the wearer being forced to make a DC19 Will save each time they wake up from any form of sleep and when they first put on the ring. On a failure, their self-loathing forces the wearer to use 1 charge of the ring on themselves and causing the wearer to become fatigued. This ring cannot be removed without a casting of remove curse.
Wand of Mystic Missile
This wand of Magic Missile (CL5) has (27) charges remaining.
Curse: Each time the wand is activated, the caster's skin changes to a new random hue.
Boots of Prancing
These boots act as boots of speed in all ways except for its curse effect. As a free action, the wearer of boots of speed can click their heels together, letting them act as though affected by haste for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.
Curse: Each round the Boots of Prancing are used, there's a 10% chance for every currently-expended charge that it will instead force the user to dance as though affected by irresistible dance. Each round spent dancing uses a charge, and when they dance, they have a 10% chance to stop dancing for every charge remaining in the boots on the following round - they always stop dancing when the boots run out of charges. These boots cannot be removed without a remove curse.
Gloves of Mage's Hand
These Gloves of Apprentice's Cheating allow the wearer to cast prestidigitation and mage hand at will.
Curse: When the wearer casts mage hand, the wearer’s hand pops off to perform the spell. This causes no harm to the wearer, has the same limits as the spell, and the hand reattaches when the spell ends - however, the wearer can feel everything they touch, they take damage from touching damaging things as normal, and the wearer is missing that hand while they maintain the spell. These gloves cannot be removed without a remove curse.
Haver's Handbag
The Haver's Handbag appears to be a Handy Haversack except it only has one main pocket and one side pocket.
Curse: Retreiving anything specific from a Haver's Handbag requires a full round action. As a swift action, a random makeup item, old candy, or piece of sticky trash may be retrieved.
Short Sword
This appears to be an ordinary +1 shortsword.
Curse: When wielded, the holder is affected by a reduce person effect (CL3) which affects everything except the sword, which is actually a +1 longsword. Any effect that would end the reduce person effect (such as dispel magic or enlarge person forces the wielder to drop the Short Sword immediately upon reverting to their normal size. The sword cannot be willingly dropped or put away without a remove curse.
Cloak of Complaint
This appears to be an intelligent Cloak of Resistance +2 (ego 11) and can speak, though the cloak never imparts a negative level due to alignment and never considers iteself dominant.
Curse: This cloak constantly complains about the weather, its treatment, and its wearer. It also imparts a -4 penalty on reflex saves (a total of -2) as the cloak protects itself instead of its owner.