Life Gifts

Pathfinder Gamemastery Guide (Second Edition), page 101

Bestow Life

MINOR GIFT

Traits: positive, transmutation

Aspect life

Activate ◆◆ command, envision; Frequency once per day; Effect An infusion of positive energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an animated object with a level equal to one-half the relic’s level and appropriate to the object (so a broom would become an animated broom). The object pursues a single simple noncombat task you state when you use Bestow Life, ignoring any subsequent commands. The object is mindless and pursues the task single-mindedly and uncreatively. The object remains animated for 1 hour.

Healing Wave

MINOR GIFT

Traits: healing, necromancy, positive

Aspect life

Activate ◆◆ envision; Frequency once per hour; Effect You release a wave of positive energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.

Overflowing Life Minor Gift

Traits: healing, necromancy, positive

Aspect life

Life force flows through you, and positive energy causes your vital essence to burst through your skin like beads of liquid light. You gain an item bonus equal to half the relic’s level (minimum 1) to the Hit Points you recover from positive healing spells; this bonus applies only the first time per casting that a particular spell heals you.

Inextinguishable

MAJOR GIFT

Traits: necromancy, positive

Aspect life

Your connection to life force makes you more difficult to snuff out than others. You die from the dying condition at dying 5, rather than dying 4. If you roll a success on a save against a death or negative effect, you get a critical success instead.

Vitality Siphon

MAJOR GIFT

Traits: healing, necromancy, positive

Aspect life

Activate ↩ envision; Trigger An ally within 60 feet regains more Hit Points than it is currently down via a targeted positive healing effect without a duration; Effect Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the triggering creature’s maximum Hit Points; for instance, if the triggering creature was missing 5 Hit Points and was targeted by a heal spell that restored 12 Hit Points, you or an adjacent willing creature would regain the remaining 7 Hit Points.

Life Everlasting

GRAND GIFT

Traits: healing, necromancy, positive

Aspect life

Activate ◆◆ envision; Frequency once per day; Effect Massive amounts of positive energy surge forth. For 1 minute, you emit positive energy in a 10-foot emanation centered on you. At the end of your turn, you (if you are living) and allied living creatures in the emanation regain 10 Hit Points. If you or an allied creature would die due to an increased dying value, you can Dismiss the activation as a free action to prevent the death; if you do, their dying value doesn’t increase.