Relics:

Altar of the First Retriever

-Shirt
    -Shroud of the Eternal Hunger
        -Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage.
    -Web Strider
        -This clean and nice shirt is weaved from Retriever spider web, purified with druidic magic. Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. They also gain a +10 competence bonus on Lore (Nature) skill checks.
    -Zon-Kuthon's Suffocating Caress
        -This shirt is weaved from spider web. It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. It also helps to discharge electric damage, granting the wearer electricity resistance 30. Whenever the wearer is hit by a non-slashing weapon, they must pass a Reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer a -2 penalty to attack rolls for one round.
-Padded Armor
    -Shroud of the Eternal Hunger
        -The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round.
    -Web Strider
        -This +3 padded armor is finely done, using a bit of leather, webs, and teeth, it grants the wearer +2 morale bonus to Dexterity score.
    -Zon-Kuthon's Suffocating Caress
        -This +4 padded armor is very stiff. The wearer suffers -2 penalty to attack rolls and Constitution score. However, the wearer gets electricity resistance 30. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearer's attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken Spell feat.

Crest of a Fallen Knight

-Belt
    -Mallander's Insult
        -You can cover yourself in an invisible corrupted fire. Under its effect, all your fire spells deal additional 2d6 unholy damage. You become immune to fire damage, but gain weakness to cold and holy damage.
    -Mallander's Penance
        -While wearing this belt a monk can spend 1 ki point to enshroud the target's heart and lungs in the fine veil of emerald. Affected creature becomes more fragile, getting -2 penalty to AC. It also has to pass a Fortitude saving throw (DC 19), or all bludgeoning damage it receives is multiplied by 1.5 until the end of combat.
-Shortsword
    -Mallander's Insult
        -This +2 shortsword is glowing with an invisible flame. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Each hit with any of these weapons deals additional 3d6 unholy damage on hit.
    -Mallander's Penance
        -Whenever this +2 shortsword lands a hit, the enemy must pass a Reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Though the enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don't stack.
-Chainmail
    -Mallander's Insult
        -This +2 chainmail partially absorbs magic from chaotic or evil creatures. When such creatures attack the wearer with magic, for the next two rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as a caster level checks made to overcome spell resistance (if needed).
    -Mallander's Penance
        -This +2 chainmail grants the wearer a +2 sacred bonus to Fortitude saving throws. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. While under this effect, an enemy that's attacking the wearer must pass a Reflex saving throw (DC 17) or suffer 3d4 piercing damage.

Faultless Daybreak

-Heavy Flail
    -Triumphant Noontide
        -This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of holy damage instead, and if the multiplier is ×4, add an extra 3d10 points of holy damage.
    -Sanguineous Sundown
        -This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.
-Light Shield
    -Blinding Light
        -Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. A successful saving throw negates the blindness and halves the damage.
    -Triumphant Noontide
        -Whenever this +3 mithral light shield is under the effect of Sacred Shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a Will saving throw (DC 18) or will be marked. If a marked creature dies, a Will-o-Wisp (CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-Wisp will try to heal and support your characters. This shield also deals additional 2d8 points of holy damage to undead creatures.
-Scalemail (bugged and cannot cotinue as of 1.01c)
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Stone of Ghostly Pathways

-Circlet
    -Ancestral Retribution
        -This headband grants the wearer +2 enhancement bonus to Wisdom. Whenever you summon any Elemental, it gains 50 additional Hit Points.
    -Planar Navigator
        -This headband grants the wearer +2 enhancement bonus to Charisma ability score. Three times per day you can try to dominate outsiders, this creature has to pass Will saving throw (DC 22) or will be under dominating effect till the end of the fight. You also get a +1 insight bonus to AC against outsider creatures.
    -Clemency of Shadows
        -This headband grants the wearer a +2 enhancement bonus to Intelligence. Each time they cast a spell on the enemy, it must pass a Reflex saving throw (DC 20) or be entangled in web for 1d4 rounds, trying to break free each round. This web also deals 1d6+3 bludgeoning damage each round. Effects don't stack.
-Ring
    -Ancestral Retribution
        -While wearing this ring, whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round
    -Planar Navigator
        -This ring improves its wearer's summoning abilities. All summon spells of 6th level and lower are maximized, as though using the Maximize Spell feat. The wearer also gains a +1 insight bonus to attack rolls against outsiders.
    -Clemency of Shadows
        -You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. If an attack of opportunity was a critical hit, the enemy is staggered. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds.
-Sai
    -Ancestral Retribution
        -Whenever you land a hit with this +4 thundering sai you gain +1 bonus for damage rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus can stack up to +5.
    -Planar Navigator
        -Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12 piercing damage. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a Fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. You have total concealment against the outsider under this effect.
    -Clemency of Shadows
        -Each time this +4 keen sai lands a sneak attack against a new living enemy, that enemy is infested with tiny spiders. These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. The enemy also suffers -2 penalty to all saving throws until the end of the combat. The effects of multiple applications of this ability do not stack.

Dirty Squealer

-Amulet
    -Embrace of the Faceless
        -Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage.
    -Voice of the Faceless
        -Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Creatures who fail the saving throw against it becomes Dazed for 2 rounds instead of 1 round. The amulet also increases the DC of all spells with sonic descriptor you cast by 2.
-Belt
    -Embrace of the Faceless
        -This belt grants the wearer a +2 enhancement bonus to the Constitution score. Whenever the wearer is attacked, the enemy has to pass a Reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round.
    -Voice of the Faceless
        -This belt grants the wearer a +2 enhancement bonus to Strength score. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the Exploding Head effect for 1d3 rounds. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls, and AC.

Attractive Impulse

-Gloves
    -Passion's Sweet Poison
        -Whenever the wearer of these gloves confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to Intelligence, Wisdom or Charisma.
    -Devouring Lust
        -Whenever the wearer of these gloves lands a melee touch attack, the enemy must pass a Will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against affected enemy drives him even crazier, paralyzing for one round.
-Light Crossbow
    -Passion's Sweet Poison
        -Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. The enemy starts doubting that violence is an answer and thus will suffer -1d4 penalty on attack rolls for one round.
    -Devouring Lust
        -Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must pass a Will saving throw (DC 20) or their armor is sundered for 1d3 rounds.
-Metamagic Rod
    -Passion's Sweet Poison
        -This rod grants you the ability to modify up to six spells per day so that the in addition to their main effect they affect the target with a dominate person spell.
    -Devouring Lust
        -This rod grants you the ability to modify up to six spells per day so that the energy type of the damage they deal changes to unholy. The modified spell also becomes maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower.

Voracious Jumble

-Club
    -Craving Maw
        -This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds.
    -Unslumbering Predator
        -While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey.
    -Unending Distortion
        -Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round.
-Flail
    -Craving Maw
        -This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds.
    -Unslumbering Predator
        -While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey.
    -Unending Distortion
        -Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round.

Soulshear

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-Glaive
    -Soulshear
        -Whenever the wielder of this +3 adamantine glaive kills the target with it, it summons a demon till the end of the fight. Only one demon can be summoned per fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon cannot be wielded by lawful good characters.
    -Soulshear
        -This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel Energy class abilities, if you possess them (applied after a rest).
    -Soulshear
        -While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD.

Phylactery of Stevanius the Rotten

-Ring
    -Bane of Flesh
        -Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes.
    -Bane of Spirit
        -You bound a part of your soul to the ring. You gain a +4 bonus to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects, but a -2 penalty to saves against poison, elemental, paralyzing and movement impairing effects. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round.
-Scythe
    -Bane of Flesh
        -Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the Rapid Shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead.
    -Bane of Spirit
        -Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage.

Chillboar's Hide and Tusks

-Shortspear
    -Coldbite
        -This +2 shortspear absorbs water from the target on each hit. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard.
    -Bellowing Howl
        -Whenever the wielder of this +2 speed shortspear uses the Cleave or Vital Strike feat, the next attack against the affected creature deals additional 3d6 sonic damage.
-Light Spiked Shield
    -Coldbite
        -While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. Whenever you use shield bash, the enemy has to pass a Fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than normal, until the end of battle.
    -Bellowing Howl
        -While you are wielding this +2 spiked light shield you get 20 resistance to sonic damage and a +2 bonus on saving throws against sound based effects, if someone attacks with sonic damage, the wielder has to make a Reflex saving throw (DC 19) for sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic damage.

Unholy Symbol of Rovagug

-Handaxe
    -Executioner of Evil
        -While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target.
    -Scorpion's Kiss
        -While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.
    -Grave Singer
        -Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon's damage and immediately remove such effect. This weapon also has an 18–20 critical threat range.
-Battleaxe
    -Executioner of Evil
        -While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target.
    -Scorpion's Kiss
        -While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.
    -Grave Singer
        -Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon's damage and immediately remove such effect. This weapon also has an 18–20 critical threat range.
-Greataxe
    -Executioner of Evil
        -While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target.  
    -Scorpion's Kiss
        -While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.
    -Grave Singer
        -Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon's damage and immediately remove such effect. This weapon also has an 18–20 critical threat range.

Wicked Dope

-Quarterstaff
    -Indomitable Life
        -This is a +2 quarterstaff. Whenever you don't have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds.
    -Plague of Madness
        -This is a +3 quarterstaff. Whenever you cast the same spell three times in a row, your next spell becomes empowered, as though using the Empower Spell feat, and maximized, as though using the Maximize Spell feat.
-Banded Mail
    -Indomitable Life
        -This +3 banded armor grants the wearer ferocity as per the universal monster rule.
    -Plague of Madness
        -Whenever the wearer of this +4 banded armor is hit, the wearer gets a fast healing 1 (stacks up to 10) until the end of the combat.

Ancient Map of Sarkoris/Branch of the Last Ash

-Bardiche
    -Finger of the Heiress
        -This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.
    -Death's Consonant
        -This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.
    -Dead Bough
        -Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.
-Heavy Pick
    -Finger of the Heiress
        -This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.
    -Death's Consonant
        -This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.
    -Dead Bough
        -Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Zaoris's Pin

-Headband
    -Conthyr's Wisdom
        -This headband grants its wearer +6 enhancement bonuses to Charisma and Intelligence ability scores. In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells.
    -Zaoris's Beauty
        -This headband grants its wearer +6 enhancement bonuses to Charisma and Wisdom ability scores. In addition, the wearer and all their allies in a 10 feet area gain the effects of the Shielded Caster, Allied Spellcaster and Shield Wall feats.
-Ring
    -Conthyr's Wisdom
        -Whenever the wearer of this ring deals a sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. This effect stacks up to 3 times and persists for 1d4 rounds.
    -Zaoris's Beauty
        -If the companions of the wearer of this ring attack the same target as the wearer, they deal an additional 1d6 points of precision damage with each successful melee attack. They also gain a +2 circumstance bonus on attack rolls against this target.

Voice of the Cursed Bard

-Amulet
    -Francest's Charming Voice
        -This amulet makes the wearer's voice stronger and allows it to maintain its power for a longer periods of time. All the wearer's bardic performances and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day.
    -Francest's Mighty Call
        -This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100.
-Lyre (useable item)
    -Francest's Charming Voice
        -The owner can activate this item once per day. While activated, all enemies in a 10 feet area around the owner must pass a Will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds.
    -Francest's Mighty Call
        -This item grants its wielder the ability deal 10d10 sonic damage as standard action to a single target three times per day. A successful Fortitude saving throw (DC 36) halves the damage.
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Pub: 13 Sep 2021 20:11 UTC

Edit: 15 Sep 2021 03:34 UTC

Views: 256