Relic Gifts
Pathfinder Gamemastery Guide (Second Edition), page 96
Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character’s career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.
The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.
Gift Saves and Spell Attack Rolls
Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner’s class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic’s counteract modifier is equal to its owner’s counteract modifier.
In this section
- Air Gifts Traits: air, electricity, evocation
- Beast Gifts Aspect beast; Prerequisites The relic is a worn item.
- Celestial Gifts Aspect celestial; Prerequisites The relic is a weapon.
- Earth Gifts Traits: earth, transmutation
- Fiend Gifts Traits: curse, evil, necromancy
- Fire Gifts Activate ◆◆ command, Interact; Effect A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet.
- Life Gifts Traits: positive, transmutation
- Mind Gifts Traits: divination, mental
- Plant Gifts Traits: healing, necromancy, plant
- Shadow Gifts Traits: conjuration, shadow
- Water Gifts Aspect water; Prerequisites The relic is a weapon.
