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Ability Menu C (Least

Speed Enhancement +10 (Su): The item increases the speed of one of your modes of movement by 10 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

Summon Monster III (Sp): Once per day when you issue the command word and gesture with the item, you can use summon monster III as the spell. Weapon Enhancement (Su): The effective enhancement bonus of a weapon increases by 1, to a maximum of +2. You can instead choose any special ability whose market price is equivalent to a +1 bonus, such as flaming. This ability can be placed only on a weapon.

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Web (Sp): Three times per day on command, you can use web as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Whispering Wind (Sp): Three times per day on command, you can use whispering wind as the spell. ABILITY MENU C (LEAST)

When you found a legacy item and perform a least legacy ritual, you can choose a Menu C ability at the cost of three Menu A slots. You cannot “trade in” existing Menu A or B abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu A ability at 5th level, you could assign a Menu C ability at 8th level, gaining no new legacy abilities at 6th or 7th level. You still pay personal costs for a given level, even if you gain no new legacy abilities. You can choose one ability from any lower menu in place of one from Menu C. Menu C abilities have a caster level of 10th.

Acid Arrow (Sp): At will, when you issue the command word and gesture with the item, you cause it to fire an acidic arrow, as the Melf’s acid arrow spell. Armor or Shield Enhancement (Su): The effective enhancement bonus of a suit of armor or a shield increases, as shown in the table below. This ability can be placed only on a suit of armor or a shield. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase. For example, if the effective enhancement bonus increases by 2, you could increase the armor’s enhancement bonus by 1

and give it the light fortification ability, or leave its enhancement bonus unchanged and give it a special ability whose market price is equivalent to a +2 bonus, such as spell resistance 13.

Effective Enhancement Bonus

Current Increase

+2 or less 2 +3, +4, or +5 1

Clairaudience/Clairvoyance (Su): Two times per day, you can speak a command word and gaze into (or press your ear against) the item to see or hear at a distance, as the clairaudience/clairvoyance spell.

Constant Companion, Least (Su): While you are holding, wearing, or wielding the item, you can use a swift action to summon an allied creature. When assigning this ability to the item, choose one of the creatures from the 1st-level list of the Summon Monster or Summon Nature’s Ally table on pages 287 and 288 of the Monster Manual. Only that creature can be summoned using this ability. The allied creature attacks your foes and serves you to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. It remains with you unless dismissed (a standard action) or killed. If the creature is slain, it can be summoned again after 24 hours, fully healed. You can never have more than one least companion at any one time. Cure Serious Wounds, Self (Sp): Once per day as a swift action, you can use cure serious wounds as the spell on yourself when holding, wearing, or wielding the item. Deep Slumber (Sp): Two times per day, when you issue the command word and gesture with the item, you can use deep slumber as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher.

Deflection (Su): The deflection bonus to AC granted by the item increases by 1, to a maximum of +3. This ability can never be placed on a suit of armor or a shield. You can select this option multiple times. Its effects stack. Dispel Magic (Sp): Once per day, when you issue the command word and gesture with the item, you can use dispel magic as the spell.

Empower Power, Lesser (Su): You can manifest up to three psionic powers per day of up to 3rd level that are empowered as though using the Empower Power metapsionic feat (see the Expanded Psionics Handbook

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