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Ability Menu E (Lesser

You cannot use this ability if you cannot already manifest psionic powers.

Mirror Image (Sp): Three times per day on command, you can use mirror image as the spell. Obscurity (Su): The item cannot be detected remotely through scrying, remote viewing, or other means of divination, as if continually affected by the obscure object spell.

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Protection from Arrows (Su): While you are holding, wearing, or wielding the item, you gain damage reduction 10/magic against ranged weapons, as if affected by the protection from arrows spell. There is no limit to the amount of damage prevented.

Shocking Legacy (Su): Five times per day as a standard action, you can imbue the item with electrical energy. (This does not harm you.) The item deals an extra 5d6 points of electricity damage on a successful hit. If the item is a projectile weapon, it bestows this effect on its ammunition. Alternatively, you can deal 5d6 points of electricity damage with a successful melee touch attack; if the item is a melee weapon, use it to make this attack. In either case, the energy is expended until you recharge the item (using another standard action).

Slippery Barrier (Su): While you are holding, wearing, or wielding the item and are standing on solid, open ground, you can use a swift action to cover the open ground with a layer of slippery grease. This effect resembles the grease spell but covers each eligible 5-foot square adjacent to your own (your space is free of the grease effect). Another swift action dismisses the effect; otherwise the grease dissipates in 1 minute. If there is no open ground in one or more adjacent squares, or if you leave the ground, the effect immediately ends. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Speak with Dead (Su): Once per day, when you issue the command word and lay the item on the breast of a corpse, the corpse must answer five questions, as if affected by the speak with dead spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher.

Summon Monster IV (Sp): Once per day when you issue the command word and gesture with the item, you can use summon monster IV as the spell.

Summon Swarm (Sp): Five times per day on command, you can use summon swarm as the spell. Weapon Enhancement (Su): The effective enhancement bonus of a weapon increases by 1, to a maximum of +3. 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. You can select this option multiple times. Its effects stack.

Web (Sp): Five times per day on command, you can fill an area with sticky strands, as the web spell.

The save DC is 13, or 12 + your Charisma modifier, whichever is higher. ABILITY MENU E (LESSER)

If you continue to enhance a legacy item by performing a lesser legacy ritual, you can choose a Menu E ability at the cost of two Menu D slots. You cannot “trade in” existing Menu D 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 D ability at 11th level, you could assign a Menu E ability at 13th level, gaining no new legacy ability at 12th 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 E. Menu E abilities have a caster level of 11th.

Ability Enhancement +4: The item grants a +4 enhancement bonus to one ability score. Choose the specific ability score when assigning this ability to the item—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can select this option multiple times. Each time you do so, it applies to a different ability score. Animate Dead (Su): Once per day, when you issue the command word and touch the item to a corpse, you can transform that corpse into a skeleton or zombie of up to 10 Hit Dice, as with the animate dead 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, and can be selected multiple times. You cannot increase the armor or shield’s actual enhancement bonus beyond +5. 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.

Illus. by F. Vohwinkel

Effective Enhancement Bonus

Current Increase

+2 or less 3 +3 or +4 2 +5 to +9 1

Break Enchantment (Sp): Once per day when you issue the command word and gesture with the item, you can free subjects from enchantments, transmutations, and curses, as with the break enchantment spell.

Cloudkill (Sp): Once per day, when you issue the command word and gesture with the item, you can create a cloud of poisonous fumes as the cloudkill spell. The save DC is 17, or 15 + your Charisma modifi er, whichever is higher.

Cone of Cold (Sp): Once per day, when you issue the command word and gesture with the item, you cause it to blast an area with cold as the cone of cold spell. The save DC is 17, or 15 + your Charisma modifi er, whichever is higher. Cure Critical Wounds, Self (Sp): Once per day as a swift action, you can use cure critical wounds as the spell on yourself when holding, wearing, or wielding the item.

Defl ection (Su): The defl ection bonus to AC granted by the item increases by 1, to a maximum of +5. This ability can never be placed on a suit of armor or a shield. You can select this option multiple times. Its effects stack.

Energy Resistance, Lesser (Su): The item protects you against damage from one type of energy—acid, cold, electricity, fi re, or sonic. Each time you would normally take such damage, subtract 10 points from the damage dealt. Choose the specifi c type of energy when assigning this ability to the item. You can select this option multiple times. Each time you do so, it applies to a different type of energy. This ability does not stack with least energy resistance from Menu B.

Fireball (Sp): Three times per day on command, you can use fi reball as the spell. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher.

Hold Person (Sp): Three times per day on command, you can use hold person as the spell. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher.

Invisibility (Su): At will, when you issue the command word and gesture with the item, you become invisible as though affected by the invisibility spell.

Lightning Bolt (Sp): Three times per day on command, you can use lightning bolt as the spell. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher.

Magic Invulnerability (Su): Once per day, when you issue the command word and gesture with the item, you are protected from 1st- through 3rd-level spell effects. This works like the lesser globe of invulnerability spell, except that only you gain this protection.

Maximize Power, Lesser (Su): You can manifest up to three psionic powers per day of up to 3rd level that are maximized as though using the Maximize Power metapsionic feat (see the Expanded Psionics Handbook for details). Using this legacy ability does not change the power point cost of the altered power. You cannot use this ability if you cannot already manifest psionic powers.

Maximize Spell, Lesser (Su): You can cast up to three spells per day of up to 3rd level that are maximized as though using the Maximize Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Even a volcano’s heat does not daunt the wielder of a legacy item

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