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  M
  ythology is full of heroes who carried one or two 
  amazing items throughout their adventuring 
  careers. Sometimes the acquisition of the item 
  marked the hero as special from the beginning, or is 
  the catalyst for the heroes early adventures. Often, 
  special magic items are given to heroes by the gods 
  (Perseus famously receives gifts ranging from Hades’ 
  helm of invisibility to Hermes’ winged sandals), or 
  other supernatural forces (many swords of Norse 
  mythology, including Dainsleif, Hqfud, Ridill, and 
  Tyrfing, are forged by the dwarves, who also make 
  magic items for the Norse gods).
  While such items are clearly the progenitors of the 
  magic items found in modern fantasy RPGs, there’s 
  often a serious disconnect between how the two 
  kinds of items work. Mythological items are often 
  an important and defining feature of the heroes who 
  carry them, and accompany those heroes throughout 
  a large chunk of their adventures. To help provide 
  an option to fill those roles, we released The Relics 
  of the Godlings to present a new magic item type, the 
  godling relic, and numerous rules for adding them to 
  a campaign.
  While that product added eight godling relics, 
  each with powers at levels 1-20, it also included two 
  templates a GM could use to create relic staves and 
  relic weapons quickly and easily. While the book 
  and the idea of godling relics were popular, the 
  overwhelming demand we received was for more 
  templates!
  Thus was born The Relics of the Godlings II, which 
  presents both six more godling relics and five more 
  templates, covering relic rings, shields, and light, 
  medium, and heavy armors! Each template has some 
  advice on what kinds of powers work well for specific 
  kinds of relic items, and wherever possible we’ve 
  made the templates as flexible and easy to use as 
  possible.
  
  2
  How to Use Relics 
  in YoUR caMpaign
  There are two broad ways to use relics in a 
  campaign: either as plot points that one or more 
  adventures are built around (which may result 
  in the relic being destroyed or lost, making it a 
  temporary element of the campaign), or as near-
  permanent additions to characters in the vein 
  of mythological gifts from the gods. Similarly, 
  the origins of relics can be viewed in more than 
  one way. The term “relic of the godlings” (or 
  just relic, for short) can either be viewed as a 
  relic given to a godling (classes available if your 
  campaign uses The Genius Guide to the Godling, 
  The Genius Guide to Mystic Godlings, and The 
  Genius Guide to the Godling Ascendant), or as 
  relics from godlings, minor artifacts that don’t 
  have the power and impact of gifts from the 
  major gods.
  If using relics as plot points, their origin 
  and nature should be tightly tied to the plot 
  in question. If a GM wants to drive characters 
  toward a particular goal, a relic can be used as 
  a breadcrumb, its unusual nature and growing 
  powers encouraging PCs to investigate its 
  nature. If relics are used more as elements of 
  character development, their origins and nature 
  can support the story the GM and character 
  wish to tell.
  Relics as oMni-iteMs
  Some GMs and players prefer campaigns 
  with a few named, storied, memorable 
  magic items that stay with them for an entire 
  adventuring career. To achieve such a campaign 
  style, a GM can just give each player 1 to 3 
  relics, making them iconic parts of each 
  character’s development. Relics need not 
  all be gained at 1st level (even though they 
  have powers to match 1st level characters), 
  if a GM would prefer them to help set the 
  narrative of growing, learning heroes. If 
  characters receive one relic as 1st level 
  characters, a second at 5th-7th, and a third 
  at 11th-15th, they will still have a reasonable 
  amount of magic item bonuses to take on 
  typical encounters, without the laundry-list 
  of 15 items worn at once, and another dozen 
  or so kept in extradimensional spaces. 
  A GM should also allow such characters 
  reasonable access to charged magic items 
  (such as scrolls, potions, and wands) to 
  round out areas of competence, but a good, 
  broad selection of relics can replace a lot of 
  the magic items most adventurers collect 
  by mid-to-high level. Several of the options 
  for compensating for the extra power a relic 
  can represent listed below in Paying The 
  Piper work well in this type of campaign 
  (especially Relics as Assumed Treasure and 
  Relics as Money Sinks).
  Relics as Feats
  Since relics often function more like 
  part of a character’s core ability than an 
  item (growing with the character and, if the 
  GM has matched the relic to the character 
  properly, closely matching the needs and 
  themes of the character), one good option 
  is to charge characters feats to be able to 
  access higher levels of a relic’s power. 
  Under these rules a character can access a 
  relic’s power as he gains in level, but to gain 
  access to the relic’s powers for levels 3 and 
  higher, the character must take a feat to do 
  so. This option allows characters to gain the 
  very minor 1st-2nd level powers (worth no 
  more than 500 gp), but higher level powers 
  are paid for with feat slots rather than gp 
  value. This allows characters to choose how 
  much effort they wish to put into growing 
  their bond to a relic, and makes that process 
  feel much more like an effort the character 
  undertakes, rather than a free bonus simply 
  from gaining levels.
  The baseline assumption is that these 
  feats cannot be taken as bonus feat of any 
  type, but a GM might allow characters to 
  use bonus feats thematically appropriate to 
  a relic to help pay this cost. For example, a 
  fighter hero who is anointed as the ultimate 
  champion of war, and thus gains a relic that 
  is the symbol of the god of war, might be 
  allowed to spend fighter class bonus feats to 
  attune himself to that relic.
  Relic attUneMent Feats
  Relic Attunement i
  You have forged a link between yourself 
  and a relic.
  Prerequisites: Character level 3, access 
  to a relic.
  Benefit: You attune yourself to a specific 
  relic to which you have access. The relic’s 
  power grows as you gain levels, to a 
  maximum of relic level 6. If you lose this 
  relic and gain access to a new one, you may 
  switch your attunement to the new relic 
  after 24 hours of meditation.
  
  3
  Relic Attunement ii
  The link between you and your relic has 
  strengthened.
  Prerequisites: 
  Relic 
  Attunement 
  I, 
  character level 7, access to a relic.
  Benefit: The power of your relic grows 
  with your character level, to a maximum of 
  level 10.
  Relic Attunement iii
  The link between you and your relic has 
  strengthened.
  Prerequisites: Relic Attunement I and II, 
  character level 11, access to a relic.
  Benefit: The power of your relic grows 
  with your character level, to a maximum of 
  level 14.
  Relic Attunement iV
  The link between you and your relic has 
  strengthened.
  Prerequisites: Relic Attunement I, II, 
  and III, character level 15, access to a relic.
  Benefit: The power of your relic grows 
  with your character level, to a maximum of 
  level 18.
  Relic Attunement V
  The link between you and your relic has 
  strengthened.
  Prerequisites: Relic Attunement I, II, III, 
  and IV, character level 19, access to a relic.
  Benefit: The power of your relic grows 
  with your character level.
  Relics as teMplates
  Rather than treat relics as additional 
  magic items, they can be treated as 
  additional character class features, and thus 
  be compensated for through a reduction 
  in a character’s class features rather than a 
  reduction in treasure gained. Essentially, the 
  relic becomes an archetype of the character’s 
  class, taking the place of class abilities rather 
  than acting as additional power.
  For characters taking one of the godling 
  classes (the clever or mighty godling, from 
  The Genius Guide to the Godling, or the adept 
  or eldritch godling, from The Genius Guide 
  to Mystic Godlings), the class can give up its 
  lineage domains and scion talents (for clever 
  and mighty godlings) or divine traits (for 
  adept and eldritch godlings) 
  to gain a relic without it 
  being considered a magic 
  item. Other character classes 
  can be similarly stripped 
  of some of their abilities in 
  return for “free” access to a 
  relic, at the GM’s discretion. 
  For suggestions on what 
  powers to give up to gain a 
  relic as a template, a GM may 
  wish to look at the archetype 
  packages classes are assumed 
  to normally have using the 
  rules for any of the Genius 
  Guide 
  to... 
  Archetypes 
  books. Removal of any base 
  archetype package from a 
  class can be considered equal 
  to gaining a relic without it 
  counting against a character’s 
  total wealth.
  Relics as 
  assUMed tReasURe
  Another simple option is for a GM to simply 
  count the value of a relic against a character’s 
  wealth when calculating how much treasure to 
  give out to the player characters. The trick with 
  this is that it can be unbalanced – if in a four-
  character party only one has a relic, and as a 
  result the treasure handed out to the whole party 
  is reduced, three of the players aren’t going to 
  get their fair share of loot if the PCs split all 
  treasure equally. This isn’t a problem for some 
  groups, who either don’t mind unequal treasure 
  division, or will be happy to give the relic-
  carrying character less treasure, understanding 
  the relic makes up for the difference. It’s a good 
  
  4
  idea for a GM to check with his players before 
  selecting this option, however, as it can lead to 
  both character imbalance and bad feeling on the 
  part of the players if not handled carefully.
  Alternatively, if the GM ends up giving all 
  the PCs a relic of their own, lowering their other 
  treasure rewards can be a good method for 
  making up for the extra power without creating 
  the same kinds of potential problems.
  More ideas on how to handle relics can be 
  found in The Relics of the Godlings.
  [H1]Relic Rules
  For the most part, relics use the same rules as 
  other magic items, and most take recognizable 
  forms (magic staves, magic weapons and armor, 
  and so on) and have powers common to such 
  items. Whenever there is a question as to how a 
  relic functions, assume it works like the magic 
  item it is closest to in appearance or function, 
  unless the relic description specifically says 
  otherwise. If a relic has an ability with a DC 
  determined by the user, the relic owner uses his 
  Int, Wis, or Cha modifier (whichever is higher) 
  to set the ability’s save DC.
  There are two special cases where relics 
  work more like artifacts than normal items. 
  First, a relic cannot be located through any 
  magic that could not find an artifact. If a relic’s 
  location is obvious (such as when it is in plain 
  sight), divination spells (such as detect magic) 
  reveal information about it normally. But when 
  a relic’s location is unknown, no magic can find 
  it, unless that magic could also find a full artifact. 
  This is to explain why the owner of a relic isn’t 
  constantly barraged by treasure-hunters and 
  arcane experimenters wishing to take and 
  wield or study the relic. The sole exception to 
  this is that if a relic bearer’s relic is stolen, 
  his magic efforts to locate it work normally.
  Secondly, a relic cannot be permanently 
  destroyed by any normal force. If a relic 
  would normally be destroyed (such as if it 
  is sundered, or disjoined), it is only broken 
  until its bearer gains a new level, at which 
  point it either regenerates itself, or a new 
  version of the relic comes into the bearer’s 
  possession. The price most characters pay 
  to gain a relic is too extreme to have it all 
  lost by the destruction of a single item. 
  Alternatively, a GM may have a character 
  whose relic is destroyed undertake a side-
  quest to regain it, or to have it replaced by a 
  new relic.
  Relics cannot be created by mortal forces, 
  much like artifacts, and so their descriptions 
  do not bother with rules on how to do so.
  Relics
  Most relics are unique items, and all of the 
  descriptions below work on this assumption. 
  However, there’s nothing to prevent a GM 
  from deciding there are numerous copies 
  of a specific relic, and possibly even using 
  this as part of a plot (perhaps every mortal 
  descended from The First Archon becomes a 
  spellcaster and eventually gains a Myrmix).
  There is no limit to what relics might 
  be capable of (and some guidelines for 
  creating new relics are presented after this 
  section), but these relics hit some of the 
  most common tropes found in mythology 
  and fantasy fiction.
  dRaUpniR
  Draupnir is a magic gold ring, with runes 
  of judgment and shrewdness etched into 
  its outer surface. It is much sought after 
  by the greedy and lazy, as legend grants it 
  the power to duplicate itself daily, creating 
  additional gold rings. In truth Draupnir only 
  creates duplicates of itself in the hands of 
  a true god (who sometimes then give the 
  perfect copies as gifts to their children and 
  demimortal agents), for demi-mortals and 
  great heroes it instead creates a handful 
  of gold coins (stamped with its image) to 
  ensure its wearer is never destitute.
  In an ironic twist, Draupnir is the ring 
  of insight and guidance, giving its wearer 
  greater powers of discernment and acumen. 
  As a result, while it is often sought by the 
  unwise, once they acquire it, they are often 
  shown the error of their ways so they no 
  longer desire its financial powers.
  Draupnir is most often given to warrior-
  priests and champions to aid them in seeking 
  the wisest course in troubled times, though 
  it is sometimes handed out by trickster gods 
  to miscreants and scoundrels in the hopes 
  its mere existence will cause entertaining 
  trouble.
  Draupnir
  Aura: strong abjuration; CL: as wielder’s level
  Slot: ring; Weight: —
  powers By LeveL
  Level 1: Once per day, the ring provides 
  up to 5 gp to purchase one item or service 
  for sale by a merchant or tradesman with 
  an attitude of no more than indifferent 
  
  5
  toward the wielder. The ring cannot be 
  fooled into providing money to buy things 
  from a traveling companion, ally, cohort, or 
  follower; nor does it provide money that be 
  hoarded or used for any purpose other than 
  a legitimate purchase.
  Level 2: The ring now grants the wearer 
  a +1competence bonus to one Craft check of 
  the wearer’s choice and Sense Motive checks. 
  Once the Craft check has been selected, it 
  cannot be changed by the same wearer
  Level 3: The ring now grants the wearer 
  a +1 resistance bonus to saving throws.
  Level 4: The money the ring provides 
  for purchases once per day increases to a 
  maximum of 25gp.
  Level 5: The competence bonuses to 
  Craft and Sense Motive increase to +2.
  Level 6: The ring now grants the wearer 
  a +2 resistance bonus to saving throws.
  Level 7: The money the ring provides 
  for purchases once per day increases to a 
  maximum of 50gp.
  Level 8: The ring now grants the wearer 
  a +2 enhancement bonus to Wisdom.
  Level 9: The ring now grants the wearer 
  a +3 resistance bonus to saving throws.
  Level 10: Once per day, when the 
  wearer of the ring fails a Will save, he may 
  immediately reroll the save with the same 
  bonuses as a free action. The wearer must 
  use this second saving throw result, even if 
  it is worse.
  Level 11: The money the ring provides 
  for purchases once per day increases to a 
  maximum of 100gp. Also, the competence 
  bonuses to Craft and Sense Motive increase 
  to +3.
  Level 12: The ring now grants the wearer 
  a +4 resistance bonus to saving throws.
  Level 13: The ring now grants the wearer 
  a +4 enhancement bonus to Wisdom.
  Level 14: The money the ring provides 
  for purchases once per day increases to a 
  maximum of 250gp. Also, the competence 
  bonuses to Craft and Sense Motive increase 
  to +4.
  Level 15: The ring now grants its 
  wearer a +1 insight bonus to AC. Also, the 
  competence bonuses to Craft and Sense 
  Motive increase to +5.
  Level 16: The ring now grants the wearer 
  a +5 resistance bonus to saving throws. Also, 
  the competence bonuses to Craft and Sense 
  Motive increase to +6.
  Level 17: The money the ring provides 
  for purchases once per day increases to a 
  maximum of 1000gp. Also, the competence 
  bonuses to Craft and Sense Motive increase 
  to +7.
  Level 18: The ring now grants the wearer 
  a +6 enhancement bonus to Wisdom. Also, 
  the competence bonuses to Craft and Sense 
  Motive increase to +8.
  Level 19: The insight bonus to AC 
  increases to +2. Also, the competence 
  bonuses to Craft and Sense Motive increase 
  to +9.
  Level 20: Three times per day, the ring 
  can grant the wearer true sight, as the spell, 
  using the wearer’s HD as the caster level. 
  Also, the competence bonuses to Craft and 
  Sense Motive increase to +10.
  
  6
  dRakkenHael
  Drakkenhael is the first set of dragonhide 
  armor ever created, and myth says it was craved 
  from a multiheaded dragon goddess during a 
  battle where the dragoness was defeated, but 
  not slain. Though legends disagree on who was 
  responsible for this act, the god or hero credited is 
  almost always a master of stealth, and frequently 
  a demigod of thievery or assassins. The armor 
  itself is seen as a relic in many dark cults, and is 
  often lost for decades after a wearer dies.
  Rather than the heavy, bulky hide armor 
  most adventurers think of when discussing 
  dragonhide, Drakkenhael is a set of svelt armored 
  scales and plates with the hardness and lightness 
  of metal. Drakkenhael is infused with wards and 
  powers to protect the wearer from dragons, but 
  also to allow the wearer to be alert and nimble 
  enough to escape the worst draconic wrath by 
  avoiding detection and never being caught off 
  guard. Occasionally champions and warriors 
  who prefer to remain unencumbered seek 
  superior protection the armor offers with little 
  weight or bulk, but it is much more often 
  found in the hands of scouts, 
  burglars, and backstabbers.
  DrakkenhaeL
  Aura: strong abjuration; CL: as wielder’s level
  Slot: armor; Weight: 25 lbs.*
  *This is the armor’s weight at 1st level. It reduces to 
  22.5 lbs. at 2nd level, and to 12 lbs. at 4th level.
  powers By LeveL
  Level 1: Drakkenhael detects as magic 
  and looks like finely crafted leather armor 
  made from some kind of fine lizardhide, but 
  functions as a masterwork chain shirt. The 
  armor also grants a +1 competence bonus to 
  Perception checks.
  Level 2: The armor weighs 10% less 
  than normal, and its armor check penalty is 
  reduced by 1.
  Level 3: The armor becomes +1 magic.
  Level 4: The armor gains all the benefits 
  of being made of mithral. This replaces the 
  10% reduction in weight and 1-point armor 
  check penalty reduction. Additionally, the 
  competence bonus to Perception increases 
  to +2.
  Level 5: The armor’s competence bonus 
  to Perception increases to +3.
  Level 6: The armor is now +1 defiant (vs 
  dragons).
  Level 7: The armor is now +1 defiant (vs 
  dragons) shadow.
  Level 8: The armor’s competence bonus 
  to Perception +4.
  Level 9: The armor is now +1 bolstering 
  defiant (vs dragons) shadow.
  Level 10: The armor’s competence bonus 
  to Perception increases to +5.
  Level 11: Armor grants a +5 competence 
  bonus to Acrobatics.
  Level 12: The armor is now +1 bolstering 
  defiant (vs dragons) improved shadow.
  Level 13: The armor is now +2 bolstering 
  defiant 
  (vs 
  dragons) 
  improved 
  shadow. 
  Additionally, the competence bonuses to 
  Acrobatics and Perception increase to +6 
  each
  Level 14: The armor is now +3 bolstering 
  defiant (vs dragons) improved shadow.
  Level 15: The armor is now +3 bolstering 
  defiant 
  (vs 
  dragons) 
  greater 
  shadow. 
  Additionally, the competence bonuses to 
  Acrobatics and Perception increase to +7 
  each
  Level 16: The armor is now +4 bolstering 
  defiant (vs dragons) greater shadow.
  Level 17: The armor is now +5 bolstering 
  defiant 
  (vs 
  dragons) 
  greater 
  shadow. 
  Additionally, the competence bonuses to 
  Acrobatics and Perception increase to +8 
  each
  Level 18: The armor is now +5 bolstering 
  defiant (vs dragons) energy resistant (fire & 
  lighting) greater shadow.
  Level 19: The armor is now +5 
  bolstering defiant (vs dragons) greater energy 
  resistant (fire & lightning) greater shadow. 
  Additionally, the competence bonuses to 
  Acrobatics and Perception increase to +9 
  each
  Level 20: The armor is now +5 bolstering 
  defiant (vs dragons) etherealness greater energy 
  resistant (fire & lightning) greater shadow. 
  Additionally, the competence bonuses to 
  Acrobatics and Perception increase to +10 
  each.
  
  7
  kavacHa
  The Kavacha is a suit of golden armor 
  that was originally worn by a god when 
  the god was first born. The armor was 
  invulnerable while in contact with the god, 
  and in turn made him undefeatable. The god 
  championed the cause of light and struck 
  down evil and tyranny wherever he found 
  them, until the powers of darkness joined 
  forces to remove the Kavacha from its rightful 
  owners. The slyest and most silver-tongued 
  of the dark gods managed to be invited into 
  the home of the Kavacha’s owner, and was 
  offered a gift. The dark god demanded the 
  golden armor and the Kavacha’s owner, not 
  wishing to deny the hospitality due a guest, 
  cut it from his body without delay. This so 
  impressed the dark god that he took the 
  Kavacha to a hero in great need, and it has 
  since traveled from hero to hero, assisting 
  them in their darkest hours.
  The heavy plate is gold in color and 
  amazingly hard. As its wearer gains access 
  to its powers the Kavacha gains the ability to 
  call upon light on command, and extends 
  some of its invulnerability to its wearer.
  kavacha
  Aura: strong abjuration; CL: as wielder’s level
  Slot: armor; Weight: 50 lbs.
  powers By LeveL
  Level 1: Kavacha detects as magic, but 
  functions as masterwork splint mail.
  Level 2: The armor detects as magic, but 
  functions as masterwork banded mail.
  Level 3: The armor detects as magic, 
  but functions as masterwork half plate 
  with a base +1 maximum Dexterity bonus 
  and -6 armor check penalty (reduced to a 
  -5 armor check penalty as a result of being 
  masterwork).
  Level 4: The armor is +1 full plate.
  Level 5: Kavacha grants a +1 enhancement 
  bonus to the wearer’s CMB against sunder 
  maneuvera.
  Level 6: The armor now grants a +2 
  enhancement bonus to the wearer’s CMB 
  against sunder maneuvers.
  Level 7: The armor is now +1 light 
  fortification.
  Level 8: The armor is now +1 light 
  fortification radiant, but without the daylight 
  ability of radiant armor.
  Level 9: The armor now grants a +3 
  enhancement bonus to the wearer’s CMB 
  against sunder maneuvers.
  Level 10: The armor is now +2 light 
  fortification radiant, but without the daylight 
  ability of radiant armor.
  Level 11: Attacks and damage directed 
  against the kavacha treat it as being made 
  of adamantine, though it does not grant its 
  wearer DR as true adamantine does.
  Level 12: Armor is now +1 moderate 
  fortification radiant (with the full radiant 
  ability).
  Level 13: The armor now grants a +4 
  enhancement bonus to the wearer’s CMB 
  against one maneuver. Also, the armor 
  now acts as adamantine heavy armor for all 
  purposes (including giving its wearer DR 
  Level 14: Armor is now +2 moderate 
  fortification radiant.
  Level 15: Armor is now +2 moderate 
  fortification radiant.
  
  8
  Level 16: Armor is now +1 heavy fortification 
  rallying radiant.
  Level 17: Armor is now +1 heavy fortification 
  impervious rallying radiant. Additionally once 
  per day the wearer of the armor may fire a 
  searing light (as the spell) as caster level 6.
  Level 18: Armor is now +2 heavy fortification 
  impervious rallying radiant. Additionally twice 
  per day the wearer of the armor may fire a 
  searing light (as the spell) using his hit dice as 
  the caster level.
  Level 19: Armor is now +3 heavy fortification 
  impervious rallying radiant. Additionally three 
  times per day the wearer of the armor may fire 
  a searing light (as the spell) using his hit dice as 
  the caster level.
  Level 20: Armor is now +4 heavy fortification 
  impervious rallying radiant. Additionally four 
  times per day the wearer of the armor may fire 
  a searing light (as the spell) using his hit dice as 
  the caster level.
  lokanaUt
  Also known as the Trickster’s Gift, the lokanaut 
  rings are rings of power that make their wearers 
  feel wise and powerful. They are also called cursing 
  rings, as the promise of power a lokanaut represents 
  often makes the wearer arrogant and foolish, 
  leading to such ringbearers to anger friend and foe 
  alike and eventually call some doom down upon 
  themselves. Some lokanauts are given grudgingly 
  as gifts by gods who are commanded to aid their 
  demimortal children, but most are found by 
  accident (usually right after their previous owners 
  suffer a gruesome fate).
  And most who bear these rings do get 
  themselves killed, often at a young age. When 
  used with caution and humility, a lokanaut can be a 
  great boon to its owner. But as its their original 
  creator perhaps intended, the powers of the 
  ring encourage those who own them to steal, 
  sneak, threaten, and bully when diplomacy 
  and caution might be better choices.
  Lokanaut
  Aura: strong divination; CL: as wielder’s level
  Slot: ring; Weight: —
  powers By LeveL
  Level 1: The wearer can use mage hand, CL 
  1, 1/day.
  Level 2: The ring grants a +1 competence 
  bonus to Appraise and Intimidate checks.
  Level 3: The ring now grants the wearer 
  a +1 deflection bonus to AC against melee 
  attacks.
  Level 4: The ring now grants the wearer a 
  +1 deflection bonus to AC against all attacks. 
  Additionally the mage hand may be used twice 
  per day.
  Level 5: The competence bonuses to 
  Appraise and Intimidate increase to +2.
  Level 6: The competence bonuses to 
  Appraise and Intimidate increase to +3.
  Level 7: The ring now grants the wearer a 
  +2 deflection bonus to AC.
  Level 8: The wearer gains the benefits of 
  ant haul.
  Level 9: The competence bonuses to 
  Appraise and Intimidate increase to +4.
  Level 10: The wearer can use cure moderate 
  wounds (CL 3) 3 times/day.
  Level 11: The ring grants the wearer 
  Dazzling Display. If the wearer does not have 
  Weapon Focus with some weapon, he may use 
  the feat by displaying the ring.
  Level 12: The competence bonuses to 
  Appraise and Intimidate increase to +5. 
  Additionally, the mage hand may be used 5/
  day.
  Level 13: The ring now grants the wearer a 
  +3 deflection bonus to AC.
  Level 14: The cure moderate wounds now 
  uses the wearer’s HD as the caster level.
  Level 15: The wearer can now use magic 
  missile (using his HD as the caster level) 5 times/
  day. Additionally, the competence bonuses to 
  Appraise and Intimidate increase to +6.
  Level 16: The ring now grants the wearer 
  a +4 deflection bonus to AC. Additionally, 
  the competence bonuses to Appraise and 
  Intimidate increase to +7.
  Level 17: The wearer can now use charm 
  person (using his HD as the caster level) 5 times/
  day. Additionally, the competence bonuses to 
  Appraise and Intimidate increase to +8.
  Level 18: The ring now grants the wearer 
  a +5 deflection bonus to AC. Additionally, 
  the competence bonuses to Appraise and 
  Intimidate increase to +10.
  Level 19: Five times each day, the wearer 
  may use one of the spells from the lower-level 
  relic powers as a swift action.
  Level 20: The wearer can use greater teleport 
  or plane shift (using his HD as the caster level) 
  twice a day.
  
  9
  MYRMix
  The Myrmix is the legendary armor of 
  champions and charioteers that legend 
  claims protects is wearer from all harm, as 
  long as that warrior never refuses any battle. 
  Supposedly its first wearer received the 
  Myrmix from a goddess of blacksmithing 
  and war, who was his mother, She also 
  taught him the secrets of combining martial 
  and arcane skills, making him the first and 
  greatest of the warrior-wizards known 
  as archons. After this legendary warriors 
  death the Myrmix was for a time the armor 
  worn by the leader of a band of mercenaries 
  known as the Myrmidons (from whom it 
  takes its name), before being lost in battle. It 
  reappears every few generations, sometimes 
  found in a tomb, sometimes a gift from a 
  god or powerful patron – and finds its way 
  to a young spellcaster destined to master 
  the skills of both battle and dweomercraft.
  The 
  Myrmix 
  combines 
  arcane 
  enhancement with powerful defensive 
  abilities, boosting its wearer’s eldritch 
  skills while protecting him from an ever-
  increasing range of mystic assaults. At the 
  apex of its power, the Myrmix can even give 
  its wearing some defense against death 
  itself.
  MyrMix
  Aura: strong abjuration; CL: as wielder’s level
  Slot: armor; Weight: 30 lbs.*
  *This is the armor’s weight at 1st level. It reduces to 
  15 lbs. at 7th level.
  powers By LeveL
  Level 1: The Myrmix detects as magic, 
  but functions as masterwork breast plate.
  Level 2: Armor now gives a +1 
  competence bonus to Use Magic Device 
  checks.
  Level 3: Armor is now +1 breast plate.
  Level 4: Armor now gives a +3 
  competence bonus to Use Magic Device 
  checks.
  Level 5: Armor gives a +1 luck bonus to 
  Will saves.
  Level 6: Armor is now +1 spell storing.
  Level 7: Armor is now mithral.
  Level 8: Armor now gives +1 luck bonus 
  to all saving throws.
  Level 9: Armor now gives a +5 
  competence bonus to Use Magic Device 
  checks.
  Level 10: Armor is now +2 spell storing.
  Level 11: Armor now gives +2 luck bonus 
  to all saving throws.
  Level 12: Armor is now +3 spell storing.
  Level 13: Armor now gives a +7 
  competence bonus to Use Magic Device 
  checks.
  Level 14: Armor is now +3 ghost touch 
  spell storing, but the ghost touch property 
  applies only against bludgeoning attacks.
  
  10
  Level 15: Armor now gives +3 luck bonus to 
  all saving throws. Additionally, the competence 
  bonus Use Magic Device checks increases to +9.
  Level 16: Armor is now +3 energy resistance 
  (acid) ghost touch spell storing, with the ghost touch 
  applying to bludgeoning and piercing attacks.
  Level 17: Armor is now +3 energy resistance 
  (acid) ghost touch spell storing. Additionally, the 
  armor now gives +4 luck bonus to all saving 
  throws.
  Level 18: Armor is now +4 energy resistance 
  (acid) ghost touch spell storing. Additionally, the 
  competence bonus to Use Magic Device checks 
  increases to +10.
  Level 19: Armor is now +5 energy resistance 
  (acid) ghost touch spell storing. Additionally, the 
  armor now gives +5 luck bonus to all saving 
  throws.
  Level 20: Armor is now +5 deathless determination 
  energy resistance (acid) ghost touch spell storing.
  svalinn
  Known also as the “Shield that Stands before 
  the Sun,” Svalinn is a powerful tool designed to 
  allow battle-priests and holy (or unholy) warriors 
  to stand up to the most powerful of magics. Not 
  even the light of the sun is said to cow Svalinn or its 
  bearer, nor the cold of the blackest night. Its origins 
  are lost even to the gods, and it may be that there 
  has always been, and will always be, a Svalinn. 
  When not in the hands of heroes or demigods, the 
  golden disc is worn on the back of a god of dawn, 
  or kept on the wheel of such a god’s chariot. When 
  a god bearing Svalinn wishes to go out into the 
  mortal world he disguises himself as a commoner 
  in distress, and waits to see how mortals treat him. 
  If a mortal treats him well, that worthy is given 
  Svalinn as a reward. If a mortal attacks and kills his 
  disguised form, the god allows the attacker to 
  find Svalinn on his corpse, making him more 
  powerful as punishment to a cruel world that 
  allowed such a brigand to roam free.
  svaLinn
  Aura: strong abjuration; CL: as wielder’s level
  Slot: shield; Weight: 15 lbs.
  powers By LeveL – shieLD
  Level 1: Svalinn detects as magic, but 
  functions as a masterwork heavy metal shield.
  Level 2: The shield is also treated as a 
  masterwork weapon if used to shield bash, 
  and bypasses DR as if it was a magic weapon.
  Level 3: The shield becomes +1 magic. 
  shield.
  Level 4: Shield gives a +1 enhancement 
  bonus to ability and skill checks based on 
  Wisdom.
  Level 5: Shield gives a +1 enhancement 
  bonus to ability and skill checks based on 
  Charisma.
  Level 6: Svalinn is a +1 reflecting shield, but 
  the reflecting property can only reflect 1 level 
  of spells.
  Level 7: Shield acts as a ring of counterspells.
  Level 8: Shield’s enhancement bonus for 
  Wisdom switches from +1 to related skill and 
  ability checks to +2 to the Wisdom score.
  Level 9: Svalinn’s reflecting property now 
  reflects up to 1d3 levels of spells.
  Level 10: Shield’s enhancement bonus for 
  Charisma switches from +1 to related skill and 
  ability checks to +2 to the Charisma score.
  Level 11: The shield now also functions as 
  a ring of mind shielding.
  Level 12: Shield’s enhancement bonus to 
  Wisdom increases to +4.
  Level 13: Svalinn’s reflecting property now 
  reflects up to 1d4+1 levels of spells.
  Level 14: Svalinn’s reflecting property now 
  reflects up to 1d4+3 levels of spells.
  Level 15: Shield’s enhancement bonus to 
  Charisma increases to +4.
  Level 16: Svalinn’s reflecting property now 
  reflects the normal up to 1d4+6 levels of spells.
  Level 17: Svalinn is a +1 mirrored reflecting 
  shield. Additionally, the shield’s ring of 
  counterspells function can now store (and 
  protect against) two different spells at once.
  Level 18: Svalinn is a +2 mirrored reflecting 
  shield. Additionally, the shield’s enhancement 
  bonus to Wisdom increases to +6.
  Level 19: Svalinn is a +3 mirrored reflecting 
  shield. Additionally, the shield’s enhancement 
  bonus to Charisma increases to +6.
  Level 20: Svalinn is a +4 mirrored reflecting 
  shield. Additionally, the shield acts as a ring of 
  evasion.
  
  11
  cReating 
  Relics FoR 
  YoUR caMpaign
  While the relics presented here cover 
  a wide range of themes and styles, they 
  are far from the only possible relics a GM 
  could add to a campaign. Designing new 
  relics that specifically match the needs of 
  a character concept or long-term plotline 
  is time consuming, but not actually more 
  difficult that standard magic item design. 
  The important things to remember are 
  the approximate cost of the relic at each 
  character level (presented in the table 
  below), and what kinds of bonuses are 
  typically given by magic items in the body 
  slot the relic takes up.
  When designing a relic it can be very 
  useful to keep a running tab on the cost of 
  each ability it grants. Since increases are 
  incremental, it can be annoying to forget 
  what the costs are for the various special 
  abilities you gave the armor of the sun on 
  levels 5-11 when you want to boost one 
  of them for level 15. It’s also an easy way 
  to compare the bonuses the relic grants 
  to similar items a character can afford at 
  the same level. There’s nothing wrong 
  with the armor of the sun giving its wearer 
  a +2 enhancement bonus to Wisdom 
  (representing enlightenment), but if you 
  wait until 15th level to do so the PC using 
  that relic likely already has a Wisdom bonus 
  if one is useful to her character, and won’t 
  be excited by getting one from the armor if it 
  isn’t.
  When looking at a relic’s cost at each 
  level, don’t be hung up on getting too close 
  to the exact value listed below. Relics have 
  a wide range of powers, and it’s impossible 
  for all of them to get these exact values over 
  20 levels of scaling power. In general if a 
  relic is no more than 20% below this cost and 
  no more than 5% above it, it’s close enough 
  to be useful in the campaign without being 
  overpowered. If you want to give a relic a 
  very expensive ability you can dial back 
  its power at lower levels to be consistently 
  closer to the 20% under value mark, to give 
  you more leeway to pay for the expensive 
  power once you grant it. It’s not a good idea to 
  undervalue a relic by more than this, however, 
  or to go more than 5% over value at any level. 
  Having a relic that’s too weak for the first ten 
  levels and then too powerful for the next ten 
  doesn’t equal a balanced item. It is, instead, a 
  relic that has two different kinds of imbalance.
  Relic teMplates
  Some magic items (such as armor, staves, 
  and weapons) have easily scalable powers, 
  allowing a GM to create a template that can 
  be used to create multiple relics. Three such 
  templates are presented below (for magic 
  shields and light, medium, and heavy armor), 
  and a GM can easily create other templates 
  that grant different kinds of enhancements at 
  different levels. Other items are more difficult 
  to present relic templates for, but even so we 
  gamely present a relic ring template, to allow 
  GMs a fast way to make more flexible relics. 
  To use these templates, a GM simply chooses 
  what power of the indicated type his relic gains 
  at each level, and creates a matching name, 
  description, and back-story.
  Additional relic templates (for staves and 
  weapons) can be found in The Relics of the 
  Godlings.
  Relic ARmoR TemplATe
  This relic template outlines a fairly typical 
  relic armor a divine parent might give a heroic 
  or godling offspring as a gift. Four different 
  tables are given below – one each for light armor, 
  medium armor, heavy armor, and shields – as 
  characters in each type of armor often have 
  LeveL
  ApproximAte reLic vALue
  1
  350 gp
  2
  500 gp
  3
  1,500 gp
  4
  3,000 gp
  5
  4,750 gp
  6
  6,750 gp
  7
  9,750 gp
  8
  11,750 gp
  9
  15,500 gp
  10
  20,500 gp
  11
  26,500 gp
  12
  33,750 gp
  13
  42,500 gp
  14
  54,500 gp
  15
  68,500 gp
  16
  87,500 gp
  17
  111,000 gp
  18
  140,000 gp
  19
  176,000 gp
  20
  220,000 gp
  
  12
  different thematic needs. While the actual type 
  of armor changes as relic armor gains abilities 
  this need not mean its appearance changes – a 
  suit of heavy relic armor may have the game 
  statistics of masterwork split mail at 1st level but 
  look more like a suit of plate, if it’s eventually 
  grow into a set of full plate.
  The theme of a magic armor relic is 
  determined by what abilities it enhances, and 
  what abilities it gains. If a GM wants to give 
  a relic armor more powerful abilities at later 
  levels, it can be a good idea to allow the armor’s 
  enhancement bonus to grow before reducing 
  a portion of the bonus with a more expensive 
  ability. Going from +3 plate mail at 11th level to 
  +1 ghost touch at 14th does reduce the character’s 
  armor class, but most players will be fine with 
  the change. However, it can be equally effective 
  to just keep adding +1 enhancements. A suit of 
  +1 balanced bitter bolstering brawling armor is a 
  pretty impressive item!
  Shields are obviously a form of armor, and 
  it’s possible to use the light armor templates for 
  magic shields (replacing the armor type with 
  a similarly-priced shield) if a GM prefers the 
  abilities in that template to those of the shield 
  template. Similarly the shield template can be 
  used for armor that costs 200 gp or less base 
  if the GM wants a template that does not use 
  adamantine or mithral.
  PoweRs By leVel – light ARmoR
  Level 1: Armor detects as magic, but 
  functions as a masterwork chain shirt. The 
  armor also grants a +1 competence bonus 
  to one skill (normally not Escape Artist or 
  Slick, for which magic special properties 
  already exist)
  Level 2: The armor weighs 10% less 
  than normal, and its armor check penalty is 
  reduced by 1 (to a minimum of 0).
  Level 3: The armor becomes +1 magic.
  Level 4: The armor gains all the benefits 
  of being made of mithral. This replaces the 
  10% reduction in weight and 1-point armor 
  check penalty reduction. Additionally, the 
  competence bonus to one skill increases to 
  +2.
  Level 5: The armor’s competence bonus 
  to one skill increases to +3.
  Level 6: Armor now has a total +2 bonus 
  (may be a +2 enhancement bonus, or a +1 
  enhancement bonus and a +1 bonus cost 
  special ability, such as light fortification or 
  spell storing).
  Level 7: Armor gains special abilities 
  worth 3,750 gp or less.*
  Level 8: The armor’s competence bonus 
  to one skill increases to +4.
  Level 9: Armor now has a total +3 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 10: The armor’s competence bonus 
  to one skill increases to +5.
  Level 11: Armor grants a +5 competence 
  bonus to a second skill.
  Level 12: The armor’s special abilities 
  increase to a value of 18,000 gp or less.*
  Level 13: Armor now has a total +4 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 14: Armor now has a total +5 bonus, 
  of which at least +1 must be an enhancement 
  bonus. 
  Level 15: The armor’s special abilities 
  increase to a value of 36,000 gp or less.*
  Level 16: Armor now has a total +6 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 17: Armor now has a total +7 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor’s special abilities increase to a value 
  of 54,000 gp or less.*
  Level 18: Armor now has a total +8 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor’s special abilities increase to a value 
  of 67,000 gp or less.*
  Level 19: Armor now has a total +9 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor’s special abilities increase to a value 
  of 82,000 gp or less.*
  Level 20: Armor now has a total +10 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  competence bonus to two skills increases to 
  +10 each, and the armor’s special abilities 
  increase to a value of 82,000 gp or less.*
  
  13
  PoweR By leVel – medium ARmoR
  Level 1: Armor detects as magic, but 
  functions as masterwork breast plate.
  Level 2: Armor now gives a +1 
  competence bonus to one skill.
  Level 3: Armor is now +1 breast plate.
  Level 4: Armor now gives a +3 
  competence bonus to one skill.
  Level 5: Armor gives a +1 luck bonus to 1 
  saving throw (Fort, Ref, or Will).
  Level 6: Armor now has a total +2 bonus 
  (may be a +2 enhancement bonus, or a +1 
  enhancement bonus and a +1 bonus cost 
  special ability, such as light fortification or 
  spell storing).
  Level 7: Armor is now mithral.
  Level 8: Armor now gives +1 luck bonus 
  to all saving throws.
  Level 9: Armor now gives a +5 
  competence bonus to one skill.
  Level 10: Armor now has a total +3 bonus, 
  of which at least +1 must be an enhancement 
  bonus. (17,950)
  Level 11: Armor now gives +2 luck bonus 
  to all saving throws.
  Level 12: Armor now has a total +4 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 13: Armor now gives a +7 
  competence bonus to one skill.
  Level 14: Armor now has a total +5 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 15: Armor now gives +3 luck 
  bonus to all saving throws. Additionally, 
  the competence bonus to one skill increases 
  to +9.
  Level 16: Armor now has a total +6 bonus, 
  of which at least +1 must be an enhancement 
  bonus. Additionally, the armor gains special 
  abilities worth 15,000 gp or less*.
  Level 17: Armor now has a total +7 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor now gives +4 luck bonus to all saving 
  throws.
  Level 18: Armor now has a total +8 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  competence bonus to one skill increases to 
  +10.
  Level 19: Armor now has a total +9 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor now gives +5 luck bonus to all saving 
  throws.
  Level 20: Armor now has a total +10 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  armor’s special abilities increase to a value 
  of 45,000 gp or less.*
  PoweRs By leVel – heAVy ARmoR
  Level 1: Armor detects as magic, but 
  functions as masterwork splint mail.
  Level 2: Armor detects as magic, but 
  functions as masterwork banded mail.
  Level 3: Armor detects as magic, but 
  functions as masterwork half plate with 
  a base +1 maximum Dexterity bonus and 
  -6 armor check penalty (reduced to a -5 
  armor check penalty as a result of being 
  masterwork).
  Level 4: Armor is +1 full plate.
  
  14
  Level 5: Select one combat maneuver. The 
  armor grants a +1 enhancement bonus to the 
  wearer’s CMB against that maneuver.
  Level 6: The armor now grants a +2 
  enhancement bonus to the wearer’s CMB 
  against one maneuver.
  Level 7: Armor now has a total +2 bonus 
  (may be a +2 enhancement bonus, or a +1 
  enhancement bonus and a +1 bonus cost special 
  ability, such as light fortification or spell storing).
  Level 8: Armor gains special abilities worth 
  3,750 gp or less*.
  Level 9: The armor now grants a +3 
  enhancement bonus to the wearer’s CMB 
  against one maneuver.
  Level 10: Armor now has a total +3 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 11: Armor’s special abilities increase 
  to a value of 10,000 gp or less.*
  Level 12: Armor now has a total +4 bonus, 
  of which at least +1 must be an enhancement 
  bonus. 
  Level 13: The armor now grants a +4 
  enhancement bonus to the wearer’s CMB 
  against one maneuver. Also, the armor’s special 
  abilities increase to a value of 18,000 gp or less.*
  Level 14: Armor now has a total +5 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 15: Armor’s special abilities increase 
  to a value of 33,750 gp or less.*
  Level 16: Armor now has a total +6 bonus, 
  of which between +1 and +5 must be an 
  enhancement bonus. Also, the armor’s special 
  abilities increase to a value of 42,000 gp or less.*
  Level 17: Armor now has a total +7 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Also, the armor’s 
  special abilities increase to a value of 49,000 
  gp or less.*
  Level 18: Armor now has a total +8 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Also, the armor’s 
  special abilities increase to a value of 66,000 
  gp or less.*
  Level 19: Armor now has a total +9 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Also, the armor’s 
  special abilities increase to a value of 86,000 
  gp or less.*
  Level 20: Armor now has a total +10 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Also, the armor’s 
  special abilities increase to a value of 120,000 
  gp or less.*
  PoweRs By leVel – shield
  Level 1: Shield detects as magic, but 
  functions as a masterwork shield (or any 
  type).
  Level 2: The shield is also treated as 
  a masterwork weapon if used to shield 
  bash, and bypasses DR as if it was a magic 
  weapon.
  Level 3: The shield becomes +1 magic.
  Level 4: Shield gives a +1 enhancement 
  bonus to ability and skill checks for one 
  ability score.
  Level 5: Shield gives a +1 enhancement 
  bonus to ability and skill checks for a second 
  ability score.
  Level 6: Shield now has a total +2 bonus 
  (may be a +2 enhancement bonus, or a +1 
  enhancement bonus and a +1 bonus cost 
  special ability, such as light fortification or 
  spell storing).
  Level 7: Shield gains special abilities 
  worth 4,000 gp or less.*
  Level 8: Shield’s enhancement bonus for 
  one ability switches from +1 to related skill 
  and ability checks to +2 to the ability score.
  Level 9: Shield now has a total +3 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 10: Shield’s enhancement bonus 
  for the second ability switches from +1 to 
  related skill and ability checks to +2 to the 
  ability score.
  Level 11: The armor’s special abilities 
  increase to a value of 12,000 gp or less.*
  Level 12: Shield’s enhancement bonus for 
  its first ability increases to +4.
  Level 13: Shield now has a total +4 bonus, 
  of which at least +1 must be an enhancement 
  bonus.
  Level 14: Shield now has a total +5 bonus, 
  of which at least +1 must be an enhancement 
  bonus. 
  Level 15: Shield’s enhancement bonus 
  for its second ability increases to +4.
  Level 16: Shield now has a total +6 bonus, 
  of which at least +1 must be an enhancement 
  bonus. 
  Level 17: Shield now has a total +7 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  shield’s special abilities increase to a value 
  of 24,000 gp or less.*
  
  15
  Level 18: Shield now has a total +8 
  bonus, of which between +1 and +5 must 
  be an enhancement bonus. Additionally, 
  the shield’s enhancement bonus for its first 
  ability increases to +6.
  Level 19: Shield now has a total +9 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, the 
  shield’s enhancement bonus for its second 
  ability increases to +6.
  Level 20: Shield now has a total +10 
  bonus, of which between +1 and +5 must be 
  an enhancement bonus. Additionally, and 
  the shield’s special abilities increase to a 
  value of 60,000 gp or less.*
  *There are three ways to calculate special 
  abilities for relic armor. First, they can be 
  selected from the typical special abilities for 
  magic armor that are priced in gp (such as 
  glamered or slick) rather than as a bonus. An 
  effort has been made to attempt to keep the 
  valuie of special abilities granted to armor in 
  ranges that neatly match such armor special 
  abilities, to make the GM’s life easier.
  Second, the GM can create unique special 
  abilities based on spells using the Magic 
  Item Creation rules in Chapter 15 of the 
  Pathfinder Roleplaying Game Core Rulebook. 
  This is a very flexible options, but one that 
  takes the most work from the GM. Third, 
  the GM can simple duplicate the abilities of 
  a worn magic items and use that item’s cost 
  to determine the value of the relic’s “special 
  abilities.” Magic rings that grant abilities 
  rather than give bonuses are a particularly 
  good source for such abilities.
  Relic Ring TemplATe
  It’s very difficult to make a template for 
  relic rings, as rings can have a wide range 
  of powers and no two are all that similar. 
  Unlike magic armor and weapons there isn’t 
  a table to common powers with their prices 
  neatly delineated. There are a few things rings 
  typically do that a character isn’t going to want 
  to give up – give bonuses to AC, grant access 
  to useful spells, grant bonuses to skills – and 
  less common things that can be impressive 
  but harder to work into a template (such as 
  granting the evasion ability). This template 
  is designed to create a relic ring that remains 
  useful at all levels and is easy for a GM to fill 
  in, but as a result it may produce rings that are 
  less interesting than some mythic items. A GM 
  should feel free to replace the spell abilities 
  listed in this template with more interesting 
  powers of a similar value, such as feats and 
  (if the GM is comfortable blurring class lines) 
  possible even some popular class abilities.
  PoweRs By leVel – Relic Ring
  Level 1: 0-level spell, CL 1, 1/day.
  Level 2: +1 competence bonus to two skills.
  Level 3: The ring now grants the wearer a +1 
  deflection bonus to AC against either melee or 
  ranged attack (select one).
  Level 4: The ring now grants the wearer a 
  +1 deflection bonus to AC against all attacks. 
  Additionally the 0-level spell may be used 
  twice per day.
  Level 5: The competence bonuses to two 
  skills increase to +2.
  Level 6: The competence bonuses to two 
  skills increase to +3.
  
  16
  Level 7: The ring now grants the wearer 
  a +2 deflection bonus to AC.
  Level 8: Add 1st level spell, CL 1, 5/day 
  (or CL 5, 1/day)*
  Level 9: The competence bonuses to two 
  skills increase to +4.
  Level 10: 1st level spell is now CL 5, 5/
  day (or wearer’s HD as CL, 3/day)
  Level 11: The ring grants the wearer 
  access to a feat. This feat should be one with 
  no prerequisites, or prerequisites any 11th 
  level character can meet (such as a +1 base 
  attack bonus).
  Level 12: The competence bonuses to 
  two skills increase to +5.
  Level 13: The ring now grants the wearer 
  a +3 deflection bonus to AC. Additionally, 
  the 0-level spell may be used 5/day.
  Level 14: 1st level spell is now at the 
  wearer’s HD as CL, 5/day.
  Level 15: Either change the 1st level spell 
  to a 2nd level spell at the wearer’s HD as CL 
  5/day, or add an additional 1st level spell at 
  the wearer’s HD as CL, 5/day. Additionally, 
  the competence bonuses to two skills 
  increase to +6.
  Level 16: The ring now grants the wearer 
  a +4 deflection bonus to AC. Additionally, 
  the competence bonuses to two skills 
  increase to +7.
  Level 17: Either change the 2nd level spell 
  to a 3rd level spell at the wearer’s HD as CL 
  5/day, or add a third 1st level spell at the 
  wearer’s HD as CL, 5/day. Additionally, the 
  competence bonuses to two skills increase 
  to +8.
  Level 18: The ring now grants the wearer 
  a +5 deflection bonus to AC. Additionally, 
  the competence bonuses to two skills 
  increase to +10.
  Level 19: Either change the 3rd level spell 
  to a 4th level spell at the wearer’s HD as CL 
  5/day, or change the three 1st level spells to 
  2nd level spells at the wearer’s HD as CL, 5/
  day, or add a fourth and fifth 1st level spell 
  at the wearer’s HD as CL, 5/day
  Level 20: Add any spell or combination 
  of a spell and metamagic feats that does not 
  exceed a spell level of 8, once per day, using 
  the wearer’s HD as CL.
  *Alternatively you may add a constant 
  1st level spell with duration of 1/hour level 
  or more (such as alter winds, deadeye’s lore, 
  emblazon crest, hex ward, pass without trace, 
  unseen servant, or youthful appearance) at 
  caster level 1. 
  Special 
  Thanks: 
  To 
  my 
  primary 
  playtesting groups, who have begun to 
  make magic itesm so complex they might 
  count as godling relics someday. The 
  Lords of the Fire Forge: Ian Allen, Marc 
  Curlee, Lj Stephens. The Conquerors of 
  the North: Carl Gilchrist, John Menzie, Lj 
  Stephens.
  
  17
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  15. COPYRIGHT NOTICE 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason,
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie,
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  The Genius Guide to the Relics of the Godlings. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens.
  The Genius Guide to the Relics of the Godlings II. Copyright 2013, Super Genius Games, LLC; Author: Owen K.C. Stephens.
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Cover Art:
  Clint Cearley
  Interior Art:
  Clint Cearley, Viktor Titov, Robert Friis, vShane, 
  Lin Bo, Shaman Stockart, Bret Crane
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Creative Director
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2013 Super Genius Games
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  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  we eRR on tHe side oF awesoMe!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Items/The Genius Guide to Relics of the Godlings II.pdf