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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 (such as King Arthur pulling the 
  sword from the stone), and in other cases the items 
  were gained as part of an early adventure (Hercules 
  killed the Nemean lion as the first of his Twelve 
  Labors, and thereafter wore its hide as armor). 
  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. Most 
  magic items in the Pathfinder Roleplaying Game Core 
  Rulebook are useful only at a fairly narrow range of 
  character levels, and thus likely to be abandoned 
  as more useful magic items become available. In 
  terms of game mechanicc, this is a good design as 
  it keeps characters excited about new treasure and 
  ensures that much of the loot gained by overcoming 
  encounters needs to be spent on or traded for new 
  gear to overcome more powerful encounters.
  However, it can be disappointing for players who 
  grow attached to a magic item. If Dara the paladin 
  overcomes a minor fiend early in her career, using 
  a cold iron weapon she receives from the spirit of a 
  local hero who died a generation earlier in the fiend’s 
  
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  lair, she may be saddened to learn it’s nearly 
  impossible for her to take the time to have it 
  enchanted to keep up with her as she gains 
  levels. While not every magic item needs to be 
  a prized possession throughout a hero’s career, 
  the idea of iconic, special magic items that do 
  take such a role are appealing to many game 
  groups. To help provide an option to fill those 
  roles, The Relics of the Godlings presents a new 
  magic item, the godling relic, and numerous 
  rules for adding them to a campaign.
  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. Perhaps the characters 
  discover the aegis only appears in times when 
  a great, venomous evil stalks the land, or that 
  the hero foretold to face the Wraith King 
  inevitably receives Nageling, The Berserker 
  Blade, as a youth. Alternatively,  relic may be 
  more directly tied to an adventure, as the only 
  weapon that can permanently kill a ghost, or 
  as a staff that must be present when a horrific 
  ritual is performed, and is thus sought by the 
  forces of evil.
  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. If a player wants his 
  character to be destined to be the first priest 
  of a newborn god, a relic might appear that is 
  powered by the growing might of the infant 
  divinity. Conversely, if playing out the classic 
  roles of Greek demi-god heroes, a relic may 
  be a gift from a divine parent, or a trophy 
  taken from an opposing godling anti-hero. If 
  a GM wants to call out an entire group of PCs 
  as specially destined heroes, he can grant 
  relics to each of them as a concrete sign that 
  they are different from typical adventurers.
  Relics as minoR BUt 
  gRowing aRtifacts
  While relics are designed to be useful (but not 
  overwhelming) at every level, that doesn’t 
  mean a GM has to assume they will remain 
  in a campaign permanently. An alternative 
  option is to use relics in much the same way 
  you use artifacts, but without having to deal 
  with the full impact artifacts often bring into 
  play. Especially in lower-level games, even 
  the simplest of artifacts may completely 
  overwhelm a game, regardless of how 
  cautiously and wisely the GM introduces 
  it. If a GM is interested in having an item 
  of great importance be part of an ongoing 
  plotline, a relic provides an appropriate 
  focus for such plots, without having nearly 
  as great an impact on how a campaign 
  plays out. And unlike just using very minor 
  artifacts or entirely powerless curios given 
  importance only by their backstory, which 
  quickly fade from an involved part of a game 
  into mere MacGuffins, a relic scales its power 
  as the game progresses, ensuring it is always 
  relevant, if not commanding center stage.
  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 
  
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  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 plaYeR 
  options
  If a GM likes the idea of relics, but doesn’t 
  want to worry about who gets them or build 
  plotlines around them, it’s easy enough to 
  simply allow players to decide when and if 
  their characters acquire such items. This is best 
  done by selecting a method for compensating 
  for the power of a relic (see The Cost of Relics: 
  Paying the Piper, below) and leaving each 
  player to decide if they are willing to pay that 
  cost. The Relics as Feats, Relics as Templates, 
  and Relics as Money Sink options work best 
  for this kind of situation, and it’s easiest to 
  make such options available at the beginning 
  of a campaign. If a GM decides to add relics as 
  a player option into an established, ongoing 
  campaign, it’s a good idea to allow players 
  interested in taking that option to rewrite 
  their characters.
  tHe cost of Relics: 
  paYing tHe pipeR
  The average value of a relic rests somewhere 
  between 1/2 and 1/4 of a character’s assumed 
  wealth per level (see Creating Relics for Your 
  Campaign, below). That’s a considerable 
  amount of magic power to add to a character, 
  and if not every character gains a relic 
  allowing it to just be “more loot” can quickly 
  create an imbalance among characters. To 
  keep characters balanced against each other 
  and their total power balanced against typical 
  encounters for their level, the power of a relic 
  must be paid for somehow. A number of 
  different options are presented below.
  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.
  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.
  
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  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.
  happy to give the relic-carrying character 
  less treasure, understanding the relic makes 
  up for the difference. It’s a good 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.
  Relics as moneY sinks
  Rather than reduce the treasure PCs receive 
  or have them spend some non-financial 
  resource to counterbalance the power influx 
  of a relic’s growing power, a GM can simply 
  hand out relics as 1st-level items, and require 
  the PCs to pay a gp cost to access higher-level 
  abilities. Using the average cost of a relic per 
  level (see Creating Relics for Your Campaign, 
  below), the GM charges the difference 
  between the value that has already been 
  spent on the relic and the approximate value 
  of the new level of power to be gained. 
  The money should be used for a ritual 
  or sacrifice appropriate to the nature of the 
  relic and the force that gave it to the PC, as 
  determined by the GM. A powerful magic 
  staff given by a semi-divine archmage 
  might require powerful incantations with 
  rare components, while a weapon from 
  a god of war might need to be present 
  when an elaborate ceremony is performed 
  commemorating great victories of the god. In 
  general, the GM should be sure such events 
  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 
  
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  remove the money entirely from the PC and 
  his allies (building a church to honor your 
  divine grandfather might be appropriate, but 
  not if the PCs plan to also use the building as 
  a base of operations), 
  For example, Eliana is a 5th level sorceress 
  who receives the kilaka as a gift from her 
  divine father, the Horned Wolf. The kilaka has 
  only its 1st level power, and an approximate 
  value of 350 gp. If Eliana wishes to access its 
  power as a 5th level relic, she must make a 
  sacrifice of furs and rare oils worth 4,400 gp 
  (the approximate value of a 5th level relic, 
  4,750 gp, minus the value of a 1st level relic, 
  350 gp) in a pyre dedicated to her god-sire. 
  She cannot access any of the relic’s higher 
  level abilities until she gains matching 
  character levels.
  Relics as poweR Boosts
  Another option is for a GM to just give out 
  relics as bonuses to characters, without 
  making the characters pay any sort of price 
  for gaining them. This may be most useful if 
  the adventuring party is much smaller than 
  usual, and the GM does not wish to modify 
  the difficult of the encounters they face. A 
  group with just three characters, and none 
  playing a healer, is much more likely to 
  survive if they carry a relic each.
  A GM could also offer relics to players 
  to offset some difficult element the GM is 
  adding to the campaign. Instead of increasing 
  PC power above the baseline, they are used 
  to make up for some rule or campaign 
  assumption that would lower the base power 
  of most PCs. For example, if a GM wants to 
  run a campaign where magic items are rare 
  and cannot be custom-crafted, giving each 
  PC a relic early in the campaign can serve to 
  offset the loss of power from not having the 
  standard “assumed” amount of magic items 
  as part of each PC’s wealth by level. Other 
  common campaign themes that might call 
  for relics to compensate are lack of access to 
  clerical/healing magic, PCs operating in evil 
  empires where villainy has won and there is 
  little support or safety for them, and games 
  without any ability to return dead heroes 
  back to life. Since these games are adding an 
  element that makes it much harder to survive 
  and succeed as a hero, an extra relic can be 
  used to tip the balance of power back toward 
  a “baseline.”
  Similarly, if the campaign is set up to give 
  common villains extra advantages (such as 
  most foes having psionic powers in addition 
  to their normal abilities, or allowing one 
  group of common villains to take a few 
  feats from The Genius Guide to Horrifically 
  Overpowered Feats), giving the PCs a 
  “free” relic each can raise the power level of 
  everyone, keeping foes and heroes balanced 
  against each other.
  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.
  
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  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 Silent Emperor becomes 
  a spellcaster and eventually gains a kilaka).
  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.
  Aegis
  Aura: strong abjuration; CL: as wielder’s level
  Slot: held; Weight: varies by shield type 
  Description
  This shield is a golden disk with a blank 
  center and wreaths etched around the rim. If 
  light hits the face of the aegis at just the right 
  angle, the hint of an image is revealed, that 
  of a beautiful woman with snakes for hair. 
  This is all that remains of a powerful medusa 
  (some legends claim the first medusa), whose 
  image was captured on the golden surface of 
  the relic. Empowered by a combination of the 
  enchantments that originally protected the 
  shield from the medusa’s power and venom 
  and the magic of the medusa itself, the aegis 
  now confers considerable warding against 
  poison on its bearer. It can also be used to call 
  on the medusa’s visage to slow (or eventually 
  even petrify) the bearer’s foes.
  It can come in any shield size and type, 
  depending on the nature of the hero to 
  receive it. It is most often gifted to 
  champions of a people threatened 
  by venomous foes, but can serve 
  warriors, scouts, priests, and 
  huntsmen with equal skill.
  Powers By Level
  Level 1: Once per day, 
  if the bearer of the aegis 
  acts in the surprise round 
  of a combat ,as a swift 
  action he may activate 
  the medusa-head image 
  on the aegis. Foes within 
  30 feet of him who do 
  not act in the surprise 
  round suffer a -2 penalty 
  to their initiative checks 
  to determine when they 
  act beginning in the first full 
  round of combat.
  Level 2: The bearer of the aegis 
  gains a +1 bonus to saving throws 
  against poison. The bearer need not have 
  the aegis equipped to gain this bonus, but it 
  must be on his body.
  Level 3: Now whenever the bearer of the aegis 
  acts in the surprise round of a combat, as a 
  swift action he may activate the medusa-head 
  image on the aegis. The aegis also becomes a 
  masterwork shield.
  Level 4: The aegis becomes a +1 shield.
  Level 5: The bonus the aegis gives its bearer to 
  saves against poison increases to +2.
  Level 6: When the bearer of the aegis activates 
  the medusa-head image during the surprise 
  round, foes within 30 feet of him who do 
  not act in the surprise round now suffer a -4 
  penalty to their initiative checks.
  Level 7: The aegis becomes a +1 light 
  fortification shield.
  Level 8: The aegis now weighs only half as 
  much as a normal shield of its type, and its 
  
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  armor check penalty is reduced by 2 (the 
  penalty cannot drop below 0).
  Level 9: As a standard action, once per day, 
  the bearer of the aegis may make the eyes of 
  the medusa image flash. This acts as a hold 
  person spell, cast at the bearer’s level.
  Level 10: Once per day, when the bearer of 
  the aegis fails a saving throw against poison, 
  he may immediately make a second save with 
  the same bonuses as a free action. He must 
  accept the result of this second roll, even if 
  it is worse than the original. The bearer need 
  not have the aegis equipped to gain this 
  bonus, but it must be on his body.
  Level 11: The aegis becomes a +2 light 
  fortification shield.
  Level 12: The aegis becomes a +1 moderate 
  fortification shield.
  Level 13: The bearer of the aegis may now 
  make the eyes of its medusa image flash 
  twice per day.
  Level 14: The aegis becomes a +2 moderate 
  fortification shield.
  Level 15: When the bearer of the aegis makes 
  the eyes of the medusa image flash, the effect 
  is now either a hold person or a slow spell, 
  whichever the bearer prefers, cast at the 
  bearer’s level.
  Level 16:  The aegis becomes a +2 heavy 
  fortification shield.
  Level 17: The bonus the aegis gives its bearer 
  to saves againts poison increases to +4
  Level 18: The aegis becomes a +4 heavy 
  fortification shield.
  Level 19: The bearer of the aegis is now 
  immune to poison when he has the aegis 
  equipped.
  Level 20: The aegis becomes a +5 heavy 
  fortification shield. Additionally, when the 
  bearer of the aegis makes the eyes of the 
  medusa image flash, the effect is now a hold 
  person, slow, or flesh to stone spell, whichever 
  the bearer prefers, cast at the bearer’s level.
  AsklepiAn
  Aura: strong conjuration; CL: as wielder’s level
  Slot: held; Weight: 5 lbs.
  Description
  This staff is the ultimate symbol of healing, 
  most likely to be granted to a hero or godling 
  who faces a future of horrific wars, and 
  the injuries caused by such conflicts. Its 
  appearance is that of a long wooden 
  staff, around which a snake of 
  brass is coiled, the snake’s head 
  wrapped around the head of 
  the staff. 
  The asklepian is primarily 
  functions as a magic staff, 
  using the normal magic staff 
  rules (for charges, recharging, 
  spell trigger activation, and 
  similar rules) with different 
  spells available based on 
  the 
  wielder’s 
  level. 
  The 
  asklepian always uses 
  the wielder’s 
  caster 
  level, 
  feats, and ability scores to determine the 
  effects and save DCs of any spell cast 
  from it. In most cases, the asklepian is only 
  granted to a character with access to spell 
  lists that include the spells it grants, though 
  a character with a high Use Magic Device 
  check might also be trusted by the gods to 
  be able to use its power.
  The asklepian also eventually grants the 
  wielder additional spell preparations (for 
  preparation spellcasters, such as clerics) or 
  spell slots (for spontaneous spellcasters, 
  such as oracles). Treat these as if the wielder 
  had gained additional spells/day from a 
  high ability score. The wielder must have 
  spellcasting ability to use these bonus 
  preparations or slots, but if the wielder has 
  multiple classes that grant spellcasting, he 
  may decide each day which class receives 
  these bonuses. The wielder must have the 
  staff in hand both to prepare a spell 
  using its bonus preparation, and to 
  cast the spell.
  Powers by Level
  Level 1: This relic is a magic 
  staff with a single spell, detect 
  poison, which takes 5 charges 
  to use.
  
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  Level 2: The detect poison now takes only 3 
  charges to use.
  Level 3: The detect poison is lost, and the 
  magic staff now has one spell, remove sickness*, 
  which takes 2 charges to use.
  *Indicates a spell found in Ultimate Magic.
  Level 4: The remove sickness now takes only 1 
  charge to use.
  Level 5: The magic staff adds the spell lesser 
  restoration, which takes 3 charges to use.
  Level 6: The lesser restoration now takes only 
  takes 2 charges to use, and the staff grants 
  its wielder one additional 1st level spell 
  preparation or spell slot per day.
  Level 7: The additional spell preparation or 
  spell slot is now for a 2nd level spell.
  Level 8: Both ends of the staff are now 
  considered masterwork weapons, and the 
  additional spell preparation or spell slots are 
  for one 1st- and one 2nd-level spells.
  Level 9: The lesser restoration now takes only 
  takes 1 charge to use.
  Level 10: The magic staff adds the spell 
  remove blindness/deafness, which takes 2 
  charges to use.
  Level 11: The upper end of the staff is now a 
  +1 spell storing staff.
  Level 12: The remove blindness/deafness now 
  takes only takes 1 charge to use, and the 
  additional spell preparation or spell slots are 
  for two 2nd-level spells.
  Level 13: The lower end of the staff is now a 
  +1 merciful staff.
  Level 14: The magic staff adds the spell death 
  ward, and the additional spell preparation 
  or spell slots are for one 3rd- and one 2nd-
  level spells.
  Level 15: The magic staff adds the spell 
  snake staff*.
  *Indicates a spell found in the Advanced 
  Player’s Guide.
  Level 16: The magic staff adds the spell heal.
  Level 17: The magic staff adds the spell 
  regenerate.
  Level 18: The additional spell preparation or 
  spell slots are now for one 5th- and one 4th-
  level spell.
  Level 19: The magic staff adds the spell mass 
  cure critical wounds.
  Level 20:  The magic staff adds the spells 
  greater spell immunity and mass heal, loses 
  the spell mass cure critical wounds, and the 
  additional spell preparation or spell slots are 
  now for two 5th-level spells.
  gjAllArhorn
  Aura: strong conjuration; CL: as wielder’s level
  Slot: held; Weight: 5 lbs. 
  Description
  The gjallarhorn is a mighty curved bullhorn, 
  more than a foot in length, with a stoppered 
  mouthpiece at its tip and a sturdy rune-
  covered leather strap bolted to it with silver 
  rivets. The mouthpiece’s stopper is enruned 
  silver, and is attached to the horn by a fine 
  silver chain. The lower rivets holding the 
  leather strap in place also serve as feet for the 
  horn, allowing it to sit on a flat surface as a 
  drinking cup. The horn can be used both as a 
  musical instrument (giving deep, loud calls), 
  and as a drinking vessel when the stopper is 
  in place.
  The gjallarhorn is a primal relic, often tied 
  to shamanistic or warrior-themed cultures. 
  It serves as both a symbolic vessel of the 
  drinks of the gods (able to give life and hold 
  magic within itself), and as a war-horn able 
  to embolden warriors and summon creatures 
  to aid its wielder. It is most often given to 
  either skalds and epic historians, to aid them 
  in staying alive long enough to chronicle the 
  deeds of the heroes of their age, or to great 
  heralds and battlefield leaders to augment 
  the effectiveness of their forces.
  Powers by Level
  Level 1: The gjallahorn can be blown as a 
  standard action to give a resounding call, 
  which can be heard for up to 3 miles.
  Level 2: The gjallahorn gains the ability to be 
  blown as a standard action once per day to 
  give an audacious call, which grants one ally 
  within 60 feet a +5 competence bonus to the 
  next Intimidate check the ally makes by the 
  end of your next turn.
  Level 3: The gjallahorn gains the ability to 
  heal a creature that drinks a fluid from it 
  (even if the fluid is itself a magic potion) for 
  1d8+1 hp of damage, twice day. This requires 
  a standard action, which may be combined 
  with the action required to drink a potion in 
  the gjallahorn.
  
  9
  9
  Level 4: The gjallahorn’s ability to heal a 
  creature that drinks a fluid from it can now 
  be used 5 times per day.
  Level 5: The gjallahorn’s ability to give an 
  audacious call can now be used five times 
  per day.
  Level 6: The gjallahorn gains the ability to 
  be blown as a standard action once per 
  day to give a summoning call. This acts as 
  a summon monster III, except it cannot be 
  used to summon multiple creatures from the 
  summon monster II or summon monster I lists, 
  and the creature remains for only 1 round/2 
  user levels.
  Level 7: The gjallahorn gains the ability to 
  store up to 5 doses of drink within it. These 
  may be normal potable liquids, magic 
  potions, or even poison. Each dose takes a 
  standard action to pour into the gjallahorn, 
  then remains in an extradimensional space 
  until the user takes another standard action 
  to drink the draught (or a full-round action 
  to apply it to another character).
  Level 8: The gjallahorn’s ability to give a 
  summoning call now works as either summon 
  monster III or summon nature’s ally III, and has all 
  the normal options and durations of those spells.
  Level 9: The gjallahorn’s ability to heal a 
  creature that drinks a fluid from it now heals 
  3d4+2 hp.
  Level 10: The gjallahorn’s ability to give a 
  summoning call now works as either 
  summon monster IV or summon nature’s 
  ally IV, and has all the normal options 
  of those spells.
  Level 11: The gjallahorn’s ability 
  to give an audacious call now 
  grants a +10 competence bonus to the next 
  Intimidate check the ally makes by the end of 
  your next turn.
  Level 12: The gjallahorn’s ability to give a 
  summoning call now works as either summon 
  monster V or summon nature’s ally V, and has 
  all the normal options of those spells.
  Level 13: The gjallahorn’s ability to heal a 
  creature that drinks a fluid from it now heals 
  2d8+3 hp.
  Level 14: The gjallahorn’s ability to give a 
  summoning call now works as either summon 
  monster VI or summon nature’s ally VI, and has 
  all the normal options of those spells.
  Level 15: The gjallahorn gains the ability to 
  cleanse a creature that drinks a fluid from 
  it (even if the fluid is itself a magic potion) 
  once per day. This ends any and all of the 
  following adverse conditions affecting the 
  imbiber: ability damage, blinded, confused, 
  dazzled, deafened, diseased, exhausted, 
  fatigued, nauseated, poisoned, and sickened. 
  This requires at least a standard action, which 
  may be combined with the action required to 
  drink a potion in the gjallahorn.
  Level 16: The gjallahorn’s ability to heal a 
  creature that drinks a fluid from it now heals 
  4d8+5 hp.
  Level 17: The gjallahorn’s ability to give a 
  summoning call now works as either summon 
  monster VII or summon nature’s ally VII, and 
  has all the normal options of those spells.
  Level 18: The gjallahorn’s ability to cleanse a 
  creature that drinks a fluid from it now acts 
  as the heal spell, cast at the wielder’s level.
  
  10
  Level 19: The gjallahorn’s ability to give a 
  summoning call can now be used twice per 
  day, and works as either summon monster VIII 
  or summon nature’s ally VIII, and has all the 
  normal options of those spells.
  Level 20: The gjallahorn’s ability to cleanse a 
  creature that drinks a fluid from can now also 
  be applied to a dead or unconscious potion 
  (as a potion is) as a full-round action. In 
  addition to acting as a heal spell, it used upon a 
  creature that has died within 3 rounds, apply 
  the healing from the ability to the creature. 
  If the healed creature’s hit point total is at a 
  negative amount less than its Constitution 
  score, it comes back to life and stabilizes at 
  its new hit point total. If the creature’s hit 
  point total is at a negative amount equal to 
  or greater than its Constitution score, the 
  creature remains dead. Creatures brought 
  back to life through the gjallahorn gain a 
  temporary negative level that lasts for 1 day.
  Creatures slain by death effects cannot be 
  saved by the gjallahorn. The gjallahorn cannot 
  bring undead creatures back to life.
  kilAkA
  Aura: strong evocation; CL: as wielder’s level
  Slot: held; Weight: 1 lb.
  Description
  The kilaka takes the form of a three-edged 
  dagger, each of the three edges radiating from 
  a central spine (resulting in the weapon’s 
  blade looking a bit like a spike). It has a long 
  handle (sometimes as long as the blade), and 
  a large pommel that shows the face of a snow 
  leopard, the front of a 
  temple, and the face 
  of the wielder (each 
  image taking up 1/3 of 
  the pommel’s surface). 
  It is a ritual dagger, 
  designed to aid the wise 
  in 
  understanding 
  and 
  working magic, and is often 
  used in place of other spell 
  foci. (The kilaka can be used as 
  the focus for any spell requiring 
  a focus with a total value no 
  greater than the wielder’s level 
  squared x 10 gp.)
  The kilaka is most often given to 
  heroes who dabble in magic, but are not 
  dedicated spellcasters. It is a common 
  tool for gods of magic or storms to give to 
  bards, magi, inquisitors, summoners, and 
  rogues. Less often it is granted to heroes with 
  no magic talents, if their patron gods fear their 
  lack of arcane ability is their great weakness, 
  and only the kilaka’s ability to expand their use 
  of magic can save them.
  Powers by Level
  Level 1: The kilaka is a masterwork dagger, 
  considered magic for purposes of penetrating 
  DR, but does not give a magic enhancement 
  bonus to attack or damage rolls. (Though it 
  does grant a +1 nonmagic enhancement bonus 
  to attack rolls as a masterwork weapon.)
  Level 2: Adds a +1 competence bonus to Use 
  Magic Device checks.  The weapon need not 
  be drawn to grant this benefit, but must at 
  least be on the character’s body.
  Level 3: Grants electricity resistance 1. 
  The weapon need not be drawn to grant 
  this benefit, but must at least be on the 
  character’s body.
  Level 4: Electricity resistance increases to 3.
  Level 5: The kilaka now functions as a +1 dagger.
  
  11
  Level 6: Competence bonus to UMD checks 
  increases to +2.
  Level 7: Electricity resistance increases to 4.
  Level 8: The kilaka now functions as a +1 
  keen dagger.
  Level 9:  Electricity resistance increases to 5.
  Level 10: Competence bonus to UMD checks 
  increases to +3.
  Level 11: The kilaka now functions as a +1 keen 
  shock dagger.
  Level 12: Competence bonus to UMD 
  checks increases to +4, electricity resistance 
  increases to 10.
  Level 13: Grants the wielder a +2 enhancement 
  bonus to Dexterity and Charisma. The weapon 
  need not be drawn to grant this benefit, but 
  must at least be on the character’s body.
  Level 14: Competence bonus to UMD checks 
  increases to +5, electricity resistance increases 
  to 15.
  Level 15: The kilaka now functions as a +1 keen 
  shock spell storing dagger.
  Level 16: Competence bonus to UMD checks 
  increases to +6, electricity resistance increases 
  to 20, and the enhancement bonus to Dexterity 
  increases to +4.
  Level 17: Electricity resistance increases to 
  25, and the enhancement bonus to Charisma 
  increases to +4.
  Level 18: The kilaka now functions as a +1 keen 
  shocking burst spell storing dagger. Also, the 
  competence bonus to UMD checks increases 
  to +8 and electricity resistance increases to 30.
  Level 19: The kilaka now functions as a +1 keen 
  shocking burst spell storing thundering dagger. 
  Also, the competence bonus to UMD checks 
  increases to +9.
  Level 20: The competence bonus to a 
  UMD checks increases to +10, and the 
  enhancement bonuses to Dexterity and 
  Charisma increase to +6.
  nAgeling: The Berserker BlAde
  Aura: strong transmutation; CL: as wielder’s level
  Slot: held; Weight: 6 lbs.
  Description
  Nageling is The Berserker Blade, the weapon 
  that represents both the wrath felt in the heat 
  of battle, and the righteous fury brought on 
  by an offense only combat can settle. While 
  it is often the iconic weapon of raiders, 
  marauders, and cultures that depend on 
  and revere conquest, it is also found in more 
  refined societies, as a reminder both of their 
  savage history, and the inherent frenzy of 
  combat. It is a weapon of siege and terror, 
  protecting its wielder from the fires of razed 
  towns and augmenting the impact of his 
  outrage when directed against others. It is 
  a weapon opposed to law and order, but is 
  not always the bane of civilization. It can 
  sometimes be used in overly-rigid cultures to 
  strike down hidebound traditions and allow 
  new thinking to forge better institutions.
  Nageling is only given to combatants of 
  a stout nature, as it not only increases their 
  martial might, it draws upon their own 
  vitality to do so. While it is most often given 
  to barbarians who appreciate its 
  riotous nature, some more ordered 
  warriors have also received it as 
  a weapon of last resort, to be 
  drawn only when the rules 
  and duties of culture fail, 
  and the only solution is 
  merciless bloodshed.
  Nageling 
  can 
  take the form of 
  any weapon, 
  t h o u g h 
  usually a 
  martial 
  w e a p o n , 
  or an exotic 
  weapon 
  that 
  can 
  be 
  used 
  two-handed 
  as 
  a martial weapon 
  (rather 
  than 
  the 
  less 
  warlike 
  simple 
  weapons). It is most often 
  described as a dwarven 
  war axe. What form Nageling 
  takes generally matches the 
  preferences of the hero who 
  receives it, but once received its 
  form does not change until it gains 
  a new wielder.
  
  12
  Powers by Level
  Level 1: Nageling is a masterwork weapon, 
  considered magic for purposes of penetrating 
  DR, but does not give a magic enhancement 
  bonus to attack or damage rolls. (Though it 
  does grant a +1 nonmagic enhancement bonus 
  to attack rolls as a masterwork weapon.)
  Level 2: Nageling grants its wielder a +1 
  competence bonus to Intimidate checks. The 
  weapon need not be drawn to grant this benefit, 
  but must at least be on the character’s body.
  Level 3: Nageling grants its wielder fire 
  resistance 1. The weapon need not be drawn 
  to grant this benefit, but must at least be on 
  the character’s body.
  Level 4: The fire resistance increases to 3.
  Level 5: Nageling now functions as a +1 weapon.
  Level 6: The competence bonus to Intimidate 
  checks increases to +2.
  Level 7: The fire resistance increases to 4.
  Level 8: Nageling now functions as a +1 
  vicious weapon.
  Level 9: The fire resistance increases to 5.
  Level 10: The competence bonus to Intimidate 
  checks increases to +3.
  Level 11: Nageling now functions as a +2 
  vicious weapon.
  Level 12: The competence bonus to Intimidate 
  checks increases to +4, and the fire resistance 
  increases to 10.
  Level 13: Nageling now grants the wielder 
  a +2 enhancement bonus to Strength and 
  Constitution. The weapon need not be drawn 
  to grant this benefit, but must at least be on 
  the character’s body.
  Level 14: The competence bonus to Intimidate 
  checks increases to +5, and the fire resistance 
  increases to 15.
  Level 15: Nageling now functions as a +1 
  vicious wounding weapon.
  Level 16: The competence bonus to Intimidate 
  checks increases to +6, and the fire resistance 
  increases to 20. The enhancement bonus to 
  Strength increases to +4.
  Level 17: The fire resistance increases to 25, 
  and the enhancement bonus to Constitution 
  increases to +4.
  Level 18: Nageling now functions as a +2 
  vicious wounding weapon. Also, the competence 
  bonus to Intimidate checks increases to +8 
  and fire resistance increases to 30.
  Level 19: Nageling now functions as a +1 
  anarchic vicious wounding weapon. Also, the 
  competence bonus to Intimidate checks 
  increases to +9.
  Level 20: The competence bonus to Intimidate 
  increases to +10, and the enhancement bonuses 
  to Strength and Constitution increase to +6.
  seven leAgue BooTs
  Aura: strong transmutation; CL: as wielder’s level
  Slot: feet; Weight: 2 lbs. 
  Description
  The seven league boots are legendary footwear 
  imbued with divine powers of movement, 
  agility, and luck. They aid their wearer in 
  making greater and greater leaps, eventually 
  granting the power to jump seven leagues 
  (21 miles) with a single step. They also grant 
  a measure of nimbleness and general good 
  fortune to their wearer, a link to the good 
  fortune of the well traveled, and the common 
  mythological idea of wanderers also acting as 
  lucky rogues and bold tricksters.
  The seven league boots are most often given 
  to clever heroes who need help in surviving 
  and escaping situations well beyond 
  their abilities. Such heroes are most often 
  rogues, bards, rangers, alchemists, or more 
  rarely humble monks. The appearance of 
  the boots are generally worn and practical, 
  with a hint they were once part of much 
  more expensive finery.
  Powers By Level
  Level 1: The seven league boots grant their 
  wearer a +2 competence bonus to Acrobatics 
  checks made to jump.
  Level 2: The competence bonus to Acrobatics 
  checks made to jump increases to +3.
  Level 3: The competence bonus to Acrobatics 
  checks made to jump increases to +5.
  Level 4: The wearer now treats all jumps as if 
  they were running jumps.
  Level 5: Once per day, the wearer may 
  activate the “league jumping” ability of the 
  boots. For five minutes, the wearer can make 
  jumps of up to 30 feet as move actions, and 
  of up to 120 feet as full-round actions. The 
  wearer can make longer jumps, but they take 
  one full round of activity per 120 feet jumped 
  – a character wishing to jump 360 feet is 
  
  13
  airborne and unable to do anything but take 
  swift or free actions for 3 full rounds.
  Level 6: The competence bonus to Acrobatics 
  checks now applies to all Acrobatics checks.
  Level 7: The wearer of the seven league boots 
  now always lands on his feet from any fall or 
  jump, as long as he’s conscious and has not 
  lost his Dex bonus to AC.
  Level 8: The seven league boots grant their 
  wearer a +1 luck bonus on all saving throws.
  Level 9:  The seven league boots grant their wearer 
  a +1 luck bonus to armor class. Additionally, 
  the wearer can add small springs and hops to 
  every move he makes, granting him a +10 ft. 
  bonus to his movement rate.
  Level 10: The wearer may now activate the 
  “league jumping” ability twice per day.
  Level 11: The competence bonus to 
  Acrobatics checks increases to +6, 
  and the luck bonus to saving 
  throws increases to +2.
  Level 
  12: 
  The 
  wearer’s 
  enhancement bonus to his 
  movement rate increases to +15 
  ft., and his luck bonus to AC 
  increases to +2.
  Level 13: Once per day the 
  wearer of the seven league boots 
  may call upon a flash of luck. 
  As a swift or immediate 
  action, when the wearer 
  fails any d20 check he may 
  make a second d20 roll and 
  use the better of the two results. 
  Level 14: The competence bonus to Acrobatics 
  checks increases to +7, and the luck bonus to 
  saving throws increases to +3.
  Level 15: When the wearer uses the “league 
  jumping” ability of the seven league boots, he 
  now has the option of making a single leap as a 
  standard action, traveling up to 400 feet, +40 feet 
  per level, rather than gain the ability to make 120 
  ft. jumps as full-round actions for 5 minutes.
  Level 16: The wearer’s enhancement bonus 
  to his movement rate increases to +20 ft., and 
  his luck bonus to AC increases to +3.
  Level 17: The competence bonus to Acrobatics 
  checks increases to +8, and the flash of luck 
  can now be used twice per day.
  Level 18: The “league jumping” ability can 
  now be used five times per day.
  Level 19:  The competence bonus to Acrobatics 
  checks increases to +9, and the luck bonuses 
  to saves and armor class increase to +4.
  Level 20: Each time the wearer activates the 
  “league jumping” ability, he can now leap up 
  to 7 leagues (21 miles) as a move action. He 
  retains this ability for 6 minutes each time he 
  activates, and can activate it up to five times 
  per day, granting the wearer the power to 
  makes leaps that cover thousands of miles.
  TArnhelm
  Aura: strong illusion; CL: as wielder’s level
  Slot: head; Weight: 3 lbs.
  Description
  This mighty relic grants the wearer the 
  powers of invisibility and stealth. It takes the 
  form of a helmet, though the exact appearance 
  varies based on the culture of the godling or 
  hero who receives it. Most often it includes a 
  visor than can be lowered over the eyes, or a 
  leather or chainmail veil that can be brought 
  up to cover the mouth and nose, and taking 
  this action is how the item’s invisibility 
  powers are activated. While the tarnhelm is an 
  obvious choice for heroes and godlings that 
  focus on subterfuge and moving through the 
  shadows, it is actually traditional to give it to 
  a mighty warrior (who might otherwise have 
  no chance at successfully being stealthy).
  
  14
  Powers By Level
  Level 1: The tarnhelm grants its wearer a +1 
  competence bonus to Stealth checks.
  Level 2: The competence bonus to Stealth 
  checks increases to +2.
  Level 3: The tarnhelm can grant the wearer 
  invisibility (as if the vanish* spell had been cast 
  on the wearer) once per day for a maximum 
  of 2 rounds.
  *Indicates a spell founds in the Advanced 
  Player’s Guide.
  Level 4: The tarnhelm can now grant the 
  wearer invisibility once per day for a 
  maximum of 5 rounds. Also, the competence 
  bonus to Stealth checks increases to +3.
  Level 5: The tarnhelm can now grant the wearer 
  invisibility twice per day for a maximum of 
  5 rounds each time. Also, the competence 
  bonus to Stealth checks increases to +4.
  Level 6: The competence bonus to Stealth 
  checks increases to +5.
  Level 7: The tarnhelm can now grant the 
  wearer invisibility three times per day for a 
  maximum of 5 rounds each time.
  Level 8: When the tarnhelm grants the wearer 
  invisibility, it now functions as the invisibility 
  spell, and each use has a maximum duration 
  of 5 minutes.
  Level 9: The competence bonus to Stealth 
  checks increases to +6. 
  Level 10: The tarnhelm can now grant the 
  wearer invisibility three times per day for a 
  maximum of 6 minutes each time.
  Level 11: The tarnhelm can now grant the 
  wearer invisibility three times per day for a 
  maximum of 1 minute/wearer level each 
  time. Also, the competence bonus to Stealth 
  checks increases to +7.
  Level 12: When the tarnhelm grants its 
  wearer invisibility, it now also grants the 
  benefits of nondetection (as the spell) for the 
  same duration.
  Level 13: The competence bonus to Stealth 
  checks increases to +8.
  Level 14: When the tarnhelm grants its 
  wearer invisibility, it can function as either 
  the invisibility spell (with a maximum 
  duration of 1 minute/wearer level), or the 
  greater invisibility spell (with a duration of 
  7 rounds).
  Level 15: When the tarnhelm grants 
  its wearer invisibility, it can function 
  as either the invisibility spell (with 
  a maximum duration of 1 minute/
  wearer level), or the greater invisibility 
  spell (with a duration of 1 round 
  per level of the wearer). Also, the 
  competence bonus to Stealth checks 
  increases to +9.
  Level 16: The tarnhelm can now 
  grant the wearer invisibility or greater 
  invisibility four times per day.
  Level 17: The tarnhelm now grants 
  the wearer a constant nondetection (as 
  the spell).
  Level 18: The tarnhelm can now allow 
  the wearer to become invisible (as the 
  spell) at will, in addition to granting 
  greater invisibility four times per day. Also, 
  the competence bonus to Stealth checks 
  increases to +10.
  Level 19: When the tarnhelm grants its 
  wearer invisibility or greater invisibility, it now 
  also makes him undetectable by scent and 
  blindsense.
  Level 20: When the tarnhelm grants its wearer 
  invisibility or greater invisibility, it now also 
  makes him undetectable by tremorsense.
  
  15
  TunggAl pAnAluAn
  Aura: strong necromancy; CL: as wielder’s level
  Slot: held; Weight: 5 lbs.
  Description
  This dark magic staff is made of gnarled, 
  black-lacquered wood carved with humanoid 
  figures, and topped with a fetish made of 
  humanoid hair and flesh taken from foes. 
  It is a dread fetish imbued with the powers 
  of death, undeath, and vitality; a symbol of 
  the cycle of life tilted to benefit its wielder 
  at the cost of other creatures. Though the 
  tungaal panaluan is not itself inherently evil, 
  it does grant the wielder the power to create 
  and control increasingly powerful undead, 
  making it easily used for evil purposes.
  In most cases the tungaal panaluan is given 
  to a dark champion of evil, pestilence, and 
  the crawling forces of undeath. Much more 
  rarely it may be given to a champion of light 
  and life, either to keep it out of the hands 
  of those who would abuse its power or to 
  allow them to draw carefully on the forces 
  of necromancy (hopefully without giving in 
  to the temptation of its darker powers).
  Powers By Level
  Level 1: The tungaal panaluan is a magic staff 
  with a single spell, touch of fatigue, which 
  takes 5 charges to use.
  Level 2: Touch of fatigue now takes only 3 
  charges to use.
  Level 3: Touch of fatigue is lost. The tungaal 
  panaluan now has one 1st level spell, ray of 
  sickening, which takes 2 charges to use.
  Level 4: Ray of sickening now takes only 1 charge.
  Level 5: The tungaal panaluan adds the spell 
  command undead, which takes 3 charges to use.
  Level 6: Command undead now takes only 
  takes 2 charges to use, and the staff grants its 
  wielder +3 bonus hit points. The staff need 
  not be held by the wielder to grant this 
  benefit, but must at least be adjacent to him.
  Level 7: The tungaal panaluan now grants 
  the wielder 1 bonus hit point/level.
  Level 8: Both ends of the tungaal panaluan 
  are now considered masterwork weapons, 
  and it grants its wielder 3 hp, +1 hp/level.
  Level 9: Command undead now takes 
  only takes 1 charge to use.
  Level 10: The tungaal panaluan adds 
  the spell vampiric touch, which takes 2 
  charges to use.
  Level 11: One end of the tungaal panaluan 
  is now a magic weapon, with a +1 
  enhancement bonus. Additionally, 
  the wielder may deliver touch or 
  ranged touch necromancy spells 
  through weapon strikes with the 
  tungaal panaluan as if he has the 
  magus spelltouch class feature.
  Level 12: Vampiric touch now 
  takes only takes 1 charge to 
  use, and the tungaal panaluan 
  grants its weilder bonus hit 
  points equal to 6 +1/level.
  Level 13: Both ends of 
  the tungaal panaluan are 
  now +1 magic weapons 
  with the necromancy 
  spelltouch ability.
  Level 14: The tungaal 
  panaluan adds the spell 
  animate dead, and it 
  grants bonus hit points 
  equal to 2/level.
  Level 15: The tungaal panaluan 
  adds the spell black spot*.
  *Indicates a spell that be found 
  at 
  http://www.d20pfsrd.com/
  magic/all spells/b/black spot
  Level 16: The tungaal panaluan adds 
  the spell create undead.
  Level 17: The tungaal panaluan adds 
  the spell control undead.
  Level 18: The tungaal panaluan now 
  grants its wielder +3 hp/level.
  Level 19:  The tungaal panaluan adds the 
  spell horrid wilting.
  Level 20:  The tungaal panaluan adds the 
  spell energy drain, and grants its wielder 
  +10 hp, +3/level.
  
  16
  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. Two such 
  templates are presented below (for magic 
  staves and magic weapons), and a GM can 
  easily create other templates that grant 
  different kinds of enhancements at different 
  levels. 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.
  Relic staff template
  The relic staff begins with a 0-level spell it 
  can only cast twice per day, and loses that by 
  3rd level. However, every other spell it gains, 
  from 1st to 9th level, it keeps over the course 
  of 20 levels of increasing power. This helps 
  ensure that if a character becomes attached 
  to any of the staves’ abilities, that “iconic” 
  power isn’t lost.
  It also gives the wielder additional slots 
  for spells. While these do constantly shift in 
  level (giving first an additional 1st level spell 
  slot, then making it a 2nd level spell slot), it’s 
  worth noting that a character can use a higher 
  level slot for a lower-level spell. If Eliana, the 
  Scion of the Horned Wolf, has gotten used to 
   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
  
  17
  using her staff of the hunt to prepare an extra 
  scorching ray starting at 7th level, she can 
  keep doing so even at 18th level when the 
  relic is granting her extra 4th and 5th level 
  spell slots.
  The themes of magic staff relics are 
  generally determined by what spells they 
  grant, which are often all from a single school 
  or match the spells of a specific bloodline, 
  domain, or mystery. When choosing spells, 
  a GM should pick those likely to be at least 
  modestly useful at higher level. Magic missile, 
  an auto-hit force effect, is a great choice for a 
  relic staff. Sleep is not.
  Powers By Level
  Level 1: Staff has a single 0-level spell, which 
  takes 5 charges to use.
  Level 2: 0-level spell now takes only 3 charges 
  to use.
  Level 3: 0-level spell is lost, staff now has one 
  1st level spell which takes 2 charges to use.
  Level 4: 1st-level spell now takes only 1 charge.
  Level 5: Staff now has one 2nd-level spell that 
  takes 3 charges to use, and the 1st-level spell.
  Level 6: 2nd-level spell now takes only takes 2 
  charges to use, and the staff grants its wielder 
  1 additional 1st level spell preparation or 
  spell slot per day.
  Level 7: The additional spell preparation or 
  spell slot is now for a 2nd level spell.
  Level 8: Both ends of the staff are now 
  considered masterwork weapons, and the 
  additional spell preparation or spell slots are 
  for one 1st- and one 2nd-level spells.
  Level 9: 2nd-level spell now takes only takes 
  1 charge to use.
  Level 10: Staff now has one 3rd level spell, 
  which takes 2 charges to use.
  Level 11: One end of the staff is now a magic 
  weapon, with a total weapon bonus value 
  of +2 (may be a +2 enhancement bonus, or a 
  +1 enhancement bonus and a +1 bonus cost 
  special ability, such as flaming or spell storing).
  Level 12: 3rd-level spell now takes only takes 
  1 charge to use, and the additional spell 
  preparation or spell slots are for two 2nd-
  level spells.
  Level 13: Both ends of the staff are now 
  magic weapons, each with a total weapon 
  bonus value of +2 (may be a +2 enhancement 
  bonus, or a +1 enhancement bonus and a +1 
  bonus cost special ability, such as flaming or 
  spell storing).
  Level 14: Staff now has one fourth-level spell, 
  and the additional spell preparation or spell 
  slots are for one 3rd- and one 2nd-level spell.
  Level 15: Staff now has one 5th level spell.
  Level 16: Staff now has one 6th level spell.
  Level 17: Staff now has one 7th level spell.
  Level 18: The additional spell preparation 
  or spell slots are now for a 5th- and 4th-
  level spell.
  Level 19: Staff now has one 8th level spell.
  Level 20: Staff now has one 9th level spell, 
  and the additional spell preparation or spell 
  slots are now for two 5th-level spells.
  Relic weapon template
  This relic template outlines a fairly typical 
  relic weapon a divine parent might give 
  a heroic or godling offspring as a gift. Any 
  kind of weapon can be used (though if a 
  double weapon is picked, only one end 
  would become magic using this template). 
  The theme of a magic weapon relic is 
  determined by what abilities it enhances, 
  and what abilities it gains. If a GM wants to 
  give relic weapons more powerful abilities 
  at later levels, it can be a good idea to allow 
  the weapon’s enhancement bonus to grow 
  before reducing a portion of the bonus with 
  a more expensive ability. Going from a +3 
  longsword at 11th level to a +1 longsword of 
  speed at 14th does reduce the character’s 
  attack and damage bonuses, but most players 
  will be fine with the change. However, it can 
  be equally effective to just keep adding +1 
  enhancements. A +1 flaming frost keen shock 
  longsword is a pretty impressive weapon!
  Abilities that can be duplicated with feats 
  (such as keen) should be added at lower 
  levels, to reduce the chance a character gains 
  a useless benefit from his relic.
  Powers By Level
  Level 1: Masterwork weapon, considered 
  magic for purposes of penetrating DR, but 
  does not give a magic enhancement bonus 
  to attack of damage rolls. (Does grant a +1 
  nonmagic enhancement bonus to attack rolls 
  as a masterwork weapon)
  
  18
  Level 2: Adds a +1 competence bonus to 
  checks of a single skill.  The weapon need not 
  be drawn to grant this benefit, but must at 
  least be on the character’s body.
  Level 3: Grants energy resistance 1 against a 
  single energy type. The weapon need not be 
  drawn to grant this benefit, but must at least 
  be on the character’s body.
  Level 4: Energy resistance increases to 3.
  Level 5: Becomes a +1 magic weapon.
  Level 6: Competence bonus to the chosen 
  skill increases to +2.
  Level 7: Energy resistance increases to 4.
  Level 8: Total weapon bonus value increases 
  to +2 (may be a +2 enhancement bonus, or a 
  +1 enhancement bonus and a +1 bonus cost 
  special ability, such as flaming or keen).
  Level 9:  Energy resistance increases to 5.
  Level 10: Competence bonus to the chosen 
  skill increases to +3.
  Level 11: Total weapon bonus value increases 
  to +3 (may be a +3 enhancement bonus, 
  or a +1 enhancement bonus and a total +2 
  bonus cost special abilities and additional 
  enhancement).
  Level 12: Competence bonus to the chosen 
  skill increases to +4, energy resistance 
  increases to 10.
  Level 13: Grants an enhancement bonus to 
  two ability scores. The weapon need not be 
  drawn to grant this benefit, but must at least 
  be on the character’s body.
  Level 14: Competence bonus to the chosen 
  skill increases to +5, energy resistance 
  increases to 15.
  Level 15: Total weapon bonus value increases 
  to +4 (may be a +4 enhancement bonus, 
  or a +1 enhancement bonus and a total +3 
  bonus cost special abilities and additional 
  enhancement).
  Level 16: Competence bonus to the chosen 
  skill increases to +6, enhancement bonus to 
  one of the ability scores increases to +4, and 
  energy resistance increases to 20.
  Level 17: Enhancement bonus to the other 
  ability score increases to +4 and energy 
  resistance increases to 25.
  Level 18: Total weapon bonus value increases 
  to +5 (may be a +5 enhancement bonus, 
  or a +1 enhancement bonus and a total +4 
  bonus cost special abilities and additional 
  enhancement). Also, competence bonus to 
  the chosen skill increases to +8 and energy 
  resistance increases to 30.
  Level 19: Total weapon bonus value increases 
  to +6 (may be a +6 enhancement bonus, 
  or a +1 enhancement bonus and a total +5 
  bonus cost special abilities and additional 
  enhancement), and competence bonus to the 
  chosen skill increases to +9.
  Level 20: Competence bonus to the chosen 
  skill increases to +10, and enhancement bonus 
  to two ability scores increases to +6.
  
  19
  19
  we eRR on tHe side of awesome!
  cRedits
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Interactive Statistics Coordinator:
  John D. Halpin
  Cover Art:
  RedPeggy
  Interior Art:
  Jacob Blackmon
  Graphic Design and Typesetting:
  R. Hyrum Savage and Lj Stephens
  Special Thanks: To my primary playtesting groups, who have 
  pried a number of proto-relics from their previous owner’s cold, dead 
  hands.  The Epic Trapsweepers: Ian Allen, Marc Curlee, Lj Stephens. 
  The Lords of the Hinterlands: Carl Gilchrist, John Menzie, Lj Stephens.
  Special Thanks: To Corinne, the Vannadotir, Godling of Spokesmodeling
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Owen K.C. Stephens
  Used with permission
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  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
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  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, 
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  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 
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  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
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  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
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  The Genius Guide to the Relics of the Godlings. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens.
  
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