Pathfinder

Tabletop Adventure Game

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Discoveries

Artifacts

Among the most powerful objects in existence, these often-unique magic items cannot be created by mortal means and are not easily destroyed.

Mantis Blade (Minor Artifact)

Blade of the Blood Feud

Alignment LE; Ego 16
Senses vision, hearing 60ft., darkvision 60ft.
Int 10, Wis 12, Cha 14
Communication telepathy
Spell-Like Abilities (CL 20th, concentration +22)
  3/day - alter self, darkness, spider climb, true strike
  1/day - clairaudience/clairvoyance, deeper darkness, dimension door, greater invisibility

The mantis blade is an intelligent +2 axiomatic sawtooth sabre made of red chitin that forms a curved, serrated blade. It grants its wielder the ability to make a +1d6 sneak attack. This ability functions exactly like the rogue ability of the same name, and stacks with sneak attack bonuses the wielder may already have. When a creature is wounded with the blade, the wielder can activate the blade’s bane special ability against that type of creature as a swift action. The bane ability lasts for 10 minutes and is usable once per day. Sacred to the faith of the mantis god Achaekek, the mantis blade also grants bonuses to a Red Mantis assassin who wields it. A Red Mantis assassin wielding the mantis blade gains a +2 bonus to the DC of her prayer attack, and may use her red shroud and fading abilities each an additional time per day.

Destruction: If a single wielder uses the mantis blade to slay nine rightful ruling monarchs, the weapon can be destroyed by a successful sunder maneuver.

Relics and Legacies

Occupying a space somewhere between artifacts and magical items, relics are powered by Zeitgeist.

Each relic was once a typical magic item that played a central role in a massively important event, increasing dramatically in potency as it drew power from its shaping of fate. As relics fade into obscurity and stories of them cease to be told, they wane in both power and potency. Typically, to restore a Relic to its full majesty, it must be used to accomplish a number of triumphs as stories are told of it anew. However, certain relics may be reawakened to its former glory by being used to fight the same evils they once faced while being wielded by one who is worthy of it.

The bearer does not need to know how to become worthy of a relic to reawaken it to its glory, but they always must be wielding the item when they accomplish its prescribed worthiness task. A reawakened relic only manifests its full glory to those who are worthy of it. Spellcraft may be used to identify the worthiness task in the same manner as determining an items curse (typically DC 25+CL).

Blade of the Blood Feud

Blade of the Blood Feud

First recovered by Sharrowsmith from an old dwarven mine, this dull looking machete is with the seal of a long-dead dwarven clan and lies ready to draw blood in service to an ancient design. It's steel doesn't lend itself to either polish or the grindstone, as if the blade deliberately wants to look non-threatening.

This +1 rival-bane machete applies the bane property against agents directly employed by a rival faction. To qualify as a rival faction, the leaders of both factions must acknowledge the other as a bitter blood-rival and a threat, with a direct financial incentive to eliminating the competitor; merely desiring the destruction of one-another is not enough. Additionally, this blade provides a +2 circumstance bonus on all survival checks, instead of the normal +1 on checks to get along in the wild.

Worthiness Task: Eliminate a rival leader with an ironic fate worse than death.

Glory: ???

Ring of Seven Virtues

Blade of the Blood Feud

This bronze band is covered in geometric shapes and studded with tiny pearls. When within the boarders of Saventh-Yhi, the pearls glow with the colors of the seven spears, corresponding to whichever one is lit.

The wearer of the Ring of Seven Virtues gains a constant endure elements effect and a +7 competence bonus on survival checks. Also, even if the bearer has not been keeyed to the districts spear, they gain the benefits of that districts spear when within that district while the spear is lit. The bearer may also open the vault of the spear for any district thats currently lit.

Worthiness Task: Gain access to the prismatic computer.

Glory: ???

Savith's Swift Strike

Blade of the Blood Feud

A replica of the heroine's sword, even this impersonation of her blade is filled with the zeitgeist of an ancient nation. This sword is incredibly heavy, with a gray stone blade that is otherwise unremarkable, except for the constant light that radiates from it.

This +1 adamantine aberration-bane keen longsword requires a DC30 strength check to hold aloft (reduced by 3 for each azlanti relic the person is holding, or by 5 for azlanti-blooded humans). A creature only needs to make this strength check once - if they fail, they cannot attempt it again until the next new moon. After they succeed on this strength check, the sword is weightless in their hands - otherwise, it weighs 200lbs. Being strong enough to wield this weapon, however, does not make you automatically worthy of it. IF you have not become worthy of this weapon, and another creature successfully wields it, you must make the check to wield it anew. If you are unworthy of this weapon, you may never wield it, and automatically fail any checks required to wield it.

Worthiness Task: Slay seven titanic monstrosities while either wielding this sword or with the sword on your person (not in an extradimensional space). You are unworthy of this weapon if you are evil, if you murder an innocent civilian, or if you flee an enemy who then kills a friend.

Glory: ???

Shield of Acavna

Shield of Acavna

This azlanti shield contains a large moonstone in the center surrounded by bronze inlaid with gold depictions of crossed spears as well as the acavnan aphorism "The brave do not live forever; the cautious do not live at all."

This +2 quickdraw light bronze shield is as hard as steel (but immune to rust) and is only held in the hand, being as easy to stow as it is to draw. This shield counts as a holy symbol of Acavna, as well as of any deity granted their divine spark through the starstone (namely Aroden, Iomedae, Cayden Calien, and Norberger).

All creatures within 30 feet of a visible Shield of Acavna are treated as though they can see both the full moon and the open night's sky.
As an immediate action 1/day, the bearer may take a 5ft. step and enter the square of an ally being attacked to interpose themselves, forcing the attack to resolve against their touch AC instead. This must be done before the result of the attacker's roll is revealed. If this attack was not the result of the ally's movement, after resolving the attack, the ally may either spend an immediate action to take a 5ft. step into the bearer's former square, fall prone, or force the bearer to fall prone.

Worthiness Task: Interpose yourself on behalf of an ally using the Shield of Acavna against an attack that was a critical threat, which deals enough damage to you that it subjects you to massive damage and would have killed them outright. This may make you worthy even if it kills you, though you would still be dead. If you ever murder a helpless innocent, you stop being worthy of this item and can never become worthy of it.

Glory: The Shield of Acavna's enhancement bonus increases to +4, and it grants energy resistance 10 against an element of the bearers choice (default is cold). The bearer may attune to a different element by offering a prayer to acavna as a 1-minute action. Additionally, when they use the shield to interpose themselves, they may move up to half their movement speed instead of taking a 5ft step. This movement provokes attacks of opportunity as normal.
Once per day as a standard action, the bearer can emit a 30' aura of protection for 1 minute, granting all allied creatures within the aura a +4 deflection bonus to AC and energy resistance 10 vs the attuned element. During this time, and for 1 hour after, the shield loses its enhancement bonus to AC and does not provide energy resistance to its bearer.

Seaspike

Seaspike

This elegant, short-hafted trident appears to be made from razor-sharp coral. A jade serpent wraps around the haft of the weapon before being impaled on the haft's spiked foot.

Seaspike is treated as a light weapon for the purposes of Weapon Finesse and other similar abilities, and may be wielded as either a trident or a shortspear with the +1 animal bane special abilities. If a monstrous humanoid attempts to wield Seaspike, they automatically drop the weapon at the end of their turn.

Last, the wielder of Seaspike gains a bonus to fortitude saving throws against poison equal to twice the weapons enhancement bonus.

Worthiness Task: The wielder must recover from three different poisons while holding this weapon, without other aid. Intentionally exposing themselves to poison does not apply for this ability. If the wielder ever uses poison against another, they become unworthy of Seaspike.

Glory: Seaspike's enhancement bonus increases to +3, and its bane special quality also applies against any serpent, including serpentine monstrous humanoids and magical beasts (at the GM's discretion).
As a standard action, the wielder may attempt a single melee or thrown ranged attack with seaspike to embed their weapon in their target. If this special attack hits, in addition to doing normal damage, the target must make a reflex save with a DC = 10 + the amount the attack roll exceeded the targets AC. If they fail, they become entangled by the weapon. If the target is a serpentine creature, they also take a penalty to natural attacks equal to Seaspike's effective enhancement bonus until the weapon is removed.
Special: If the wielder has vital strike, this special attack action counts as vital strike.

Storied Magical Items

These often-unique magical items are crafting their stories alongside their heroes.