Celestial Gifts

Pathfinder Gamemastery Guide (Second Edition), page 97

Divine Retribution

MINOR GIFT

Traits: evocation

Aspect celestial; Prerequisites The relic is a weapon.

Activate ◆◆ command; Effect Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against them. Make a Strike against that foe, dealing an additional damage die on a hit. If the target is evil, it is also enfeebled 1 until the start of your next turn on a hit (or enfeebled 2 on a critical hit).

Heaven’s Grace

MINOR GIFT

Traits: abjuration

Aspect celestial; Prerequisites The relic is a worn item.

The heavens protect you from harm. While wearing the relic, you gain a +1 status bonus to AC against attacks by fiends and resistance to an energy type corresponding to the relic’s celestial origin (such as sonic resistance from a choral angel). The resistance is equal to half the relic’s level (minimum 1).

Word of Faith Minor Gift

Traits: healing, necromancy, positive

Aspect celestial

Activate ◆◆ command, Interact;

Frequency once per hour; Effect Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains 1d8 HP per item level and reduces their frightened value by 1.

Holy Light

MAJOR GIFT

Traits: evocation, good

Aspect celestial

Activate ◆◆ command, Interact; Effect Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Evil creatures in the area are frightened 1, and can’t lower their frightened value below 1 as long as they remain in the light.

Fiends in the area increase any weakness to good damage they have by 5. You can Sustain this Activation for up to 1 minute.

Righteous Call

MAJOR GIFT

Traits: evocation, good

Aspect celestial

Activate ◆◆ command, Interact; Frequency once per day;

Effect Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the holy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the holy rune takes effect. In addition, any successful Strikes your allies make while they’re within 30 feet of you deal 1 additional good damage.

Angelic Vessel

GRAND GIFT

Traits: conjuration, good

Aspect celestial

Activate ◆◆ command, Interact; Frequency once per day; Effect At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit Points, as well as weakness 10 to evil damage. If the relic has the righteous call gift, this activation grants the effects of that gift as well, without expending its daily use.

You can Dismiss the effect. If you do, you can unleash a wave of holy power, causing the relic to cast an 8th-level divine decree, choosing good for the alignment.

DEATH GIFTS

Death Gaze

MINOR GIFT

Traits: necromancy, negative

Aspect death Activate ◆◆ envision, Interact; Effect Your stare causes a creature’s flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals 1d6 negative damage to the creature for every 2 levels the relic has (minimum 1d6; basic Fortitude save). An undead creature or other creature with negative healing targeted this way is instead healed 1d6 HP per level of the relic and is temporarily immune to this effect for 10 minutes.

Living Death

MINOR GIFT

Traits: necromancy

Aspect death You stand on the threshold between the living and the dead. If you attempt a saving throw against an effect that would deal negative damage to you, such as harm, your outcome is one degree of success better than what you rolled. If you roll a critical success and the effect is capable of healing undead, you regain HP equal to half the spell’s full damage. Any positive spell or effect that would heal you has only half the normal effect. All these effects apply only if you are a living creature.

Shroud of the Afterlife

MINOR GIFT

Traits: necromancy, negative

Aspect death

Activate ◆ command, Interact; Frequency once per day; Effect You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain poison resistance equal to half the relic’s level and a +1 status bonus to saving throws against death effects, diseases, effects that would make you paralyzed, poison, and sleep effects. In addition, the DC for your recovery checks is 9 + your dying value instead of 10 + your dying value.

Pierce the Veil

MAJOR GIFT

Traits: necromancy

Aspect death; Prerequisites living death gift The relic allows you to pierce the veil between life and death. While you are holding or wearing the relic, you have the negative healing ability (as though you were undead; positive energy harms you and negative energy heals you). In addition, whenever you are healed by a negative spell or effect, you gain resistance 5 to all damage (except force, ghost touch, and positive) until the start of your next turn. Finally, you gain a +2 item bonus to all saves against death effects while you are the bearer of the relic; this increases to a +3 item bonus at 13th level.

Tide of Death

MAJOR GIFT

Traits: necromancy, negative

Aspect death; Prerequisites death gaze gift

You can Activate death gaze with 3 actions instead of 2. If you do, it targets all living creatures within 30 feet except for you. If you have the negative healing ability, you can include yourself to be healed.

Grim Specter

GRAND GIFT

Traits: necromancy

Aspect death

Activate ◆◆ command, envision; Frequency once per day;

Effect You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become incorporeal, having no physical body. You are immune to effects that require a physical body, including precision damage as well as exposure to most diseases and poisons. You also have resistance to all damage equal to half the relic’s level; force damage, ghost touch attacks, negative damage, and positive damage ignore this resistance, and the resistance doubles against non-magical damage.

You can move through solid objects. When inside an object, you can’t perceive, attack, or Interact with anything outside it, and you’re always slowed 1 on turns you start in an object. Corporeal creatures can pass through you but can’t end their movement in your space. You can’t attempt Strength-based checks against corporeal creatures or objects, unless those objects have the ghost touch property rune. Likewise, corporeal creatures can’t attempt Strength-based checks against you.

You can Sustain the Activation up to 1 minute.