Mythic Adventures | Rules | Mythic Items

Mythic Items

Mythic Items

Mythic Magic Items

Just as their non-mythic counterparts, mythic characters use magic to aid them in their daring quests, but they can utilize some magic items in more powerful ways. In addition, mythic characters encounter artifacts somewhat more often, as such legendary items are often intertwined in their sagas.

Magic Items

Though most items associated with mythic characters and monsters are artifacts in their own right, lesser magic items still help mythic creatures with their powers or aid normal creatures in resisting the power of mythic foes.

Artifacts

Though all artifacts are objects of intense magical power, some can reach their full glory and potential only in the hands of mythic creatures.

Legendary Items

Mythic heroes are known for their trials and the incredible deeds they accomplish during those trials. These trials are often acts of great courage or defiance in the face of insurmountable adversity. Many legendary magic items become so intrinsically tied to a hero's trials that it's hard to separate the legend of the hero from the legend of the item.

Legendary items often start out as simple magic items, but can grow in power to become artifacts in their own right. Even long after their creators pass away, they influence events, becoming instrumental in the creation of future legends.

Magic Items

Though most items associated with mythic characters and monsters are artifacts in their own right, lesser magic items still help mythic creatures with their powers or aid normal creatures in resisting the power of mythic foes.

Armor and Shield Special Abilities

The following armor special abilities feature additional effects that triggers on the use of mythic power.

Deflecting

Aura: strong abjuration
CLl: 13th
Price: +3 bonus
Weight: &mdash

Three times per day, the wearer of a shield with this ability can cause a group of two dozen small, shiny metal plates to dislodge from the shield and orbit his immediate area. These metal plates protect the wearer and his allies from attacks, granting him and all allies within 10 feet a deflection bonus to AC. This bonus is equal to the shield's enhancement bonus. This ability lasts for 1 minute or until dismissed as a free action. A mythic wearer can expend one use of mythic power when using this ability to increase the deflection bonus granted by the shield by half his mythic tier (minimum 1). This ability can be applied only to steel shields.

Denying

Aura: strong abjuration
CLl: 13th
Price: +4 bonus
Weight: &mdash

Once per day, when this armor's wearer is subject to either a critical hit or a sneak attack made with a melee weapon, she can automatically negate that critical or sneak attack and make it a normal attack. If the attack is both a sneak attack and a critical hit, the wearer must decide which of those she wants to negate before the damage is rolled. One use of this special ability doesn't negate both. A mythic wearer can expend two uses of mythic power to use this ability an additional time per day, and can even expend two more uses of mythic power to negate both a critical hit and sneak attack from the same attack. This ability can be applied only to heavy armors.

Resonating

Aura: moderate abjuration
CLl: 7th
Price: +1 bonus
Weight: &mdash

Three times per day, when the wearer expends at least one use of mythic power on his turn, this armor surges with sympathetic power. Its enhancement bonus increases by 2, and any damage reduction the wearer has increases by 5. This lasts for a number of rounds equal to the wearer's tier, and doesn't stack with itself.

Specific Armors and Shields

These armors can be used by anyone, but have greater function when worn by a mythic creature.

Bastion of the Inheritor

Aura: faint abjuration
CLl: 5th
Price: 22,170 gp
Weight: 15 lbs.

This +1 rallying heavy steel shield When using this shield, the wearer reduces the extra damage she takes from anarchic weapons, smite good, smite law, and unholy weapons by her tier, to a minimum of 0. When its wearer uses the smite evil class feature, she can expend one use of mythic power to extend the deflection bonus to AC she gains against her target to all allies in a 10-foot-radius burst centered on her. This bonus lasts for 1 minute or until the smite evil ends, whichever comes first.

Spiritwalk Armor

Aura: strong illusion and transmutation
CLl: 11th
Price: 25,160 gp
Weight: 15 lbs.

This +2 improved shadow leather armor is attractive, yet eerie. It grants its wearer the ability to use vanish as a quickened spell-like ability five times per day. If a mythic wearer uses the vanish ability, he can expend one use of mythic power to also make himself incorporeal for 1 round.

Stalwart Breastplate

Aura: strong abjuration
CLl: 13th
Price: 22,350 gp
Weight: 40 lbs.

The burden of this weighty +1 light fortification breastplate gives it an armor check penalty of –5. As an immediate action, the wearer can negate the effects of a successful combat maneuver made to bull rush, overrun, or trip her. As a swift action, the wearer can expend one use of mythic power to gain immunity to ability damage, ability drain, critical hits, and sneak attacks. This effect lasts for 1 round per mythic tier the wearer possesses.

Weapon Special Abilities

These weapon special abilities either enhance or interact with mythic creatures. Some can steal mythic power or block the ability to use it.

Disjoining

Aura: moderate necromancy
CLl: 7th
Price: +1 bonus
Weight: &mdash

These weapons were first created by deities and given to mortals so that they could combat mythic foes. When the wielder confirms a critical hit against a mythic creature with a disjoining weapon, the target loses the ability to expend its mythic power for 1d4 rounds. A mythic creature wielding a disjoining weapon loses the ability to expend uses of mythic power for as long as he wields the weapon. Only melee weapons can have this ability.

Harvesting

Aura: moderate necromancy
CLl: 9th
Price: +2 bonus
Weight: &mdash

A harvesting weapon siphons away mythic power from one mythic creature to empower another. Whenever a mythic wielder confirms a critical hit against another mythic creature, the weapon leeches away one use of the target's mythic power and transfers it to the wielder. If the wielder already has her maximum number of uses of mythic power, the target's use of mythic power is still leeched, but the wielder doesn't gain it. The weapon can do this a number of times per day equal to the enhancement bonus of the weapon.

If the harvesting weapon is a legendary item, the wielder can have the mythic power that is leeched replenish one of that weapon's uses of legendary power. Only melee weapons can have this ability.

Mythic Bane

Aura: moderate evocation
CLl: 8th
Price: +1 bonus
Weight: &mdash

A mythic bane weapon works exactly like a bane weapon, except it has a higher bonus and deals extra damage against any creature with the mythic subtype. This ability stacks with the bane weapon special ability.

Potent

Aura: strong transmutation
CLl: 12th
Price: +2 bonus
Weight: &mdash

As a swift action, the wielder can expend one use of mythic power to increase the weapon's enhancement bonus by half his mythic tier (minimum 1, to a maximum of a +6 enhancement bonus) and give it the ability to bypass damage reduction. These benefits last for 1 round. Melee and ranged weapons can have this ability, but not ammunition.

Sacrosanct

Aura: moderate evocation
CLl: 8th
Price: +5,000 gp
Weight: &mdash

Taking the form of a deity's favored weapon, a sacrosanct weapon serves as both a martial implement and the corresponding deity's holy (or unholy) symbol. Once per day when the wielder uses the sacrosanct weapon to channel energy, she can increase the radius of the channel energy to 40 feet. They wielder must be able to channel positive or negative energy to use this ability.

Alternatively, the wielder can expend one use of mythic power to use this ability instead of expending its daily use. When using mythic power to activate this ability, it can be done at will.

Specific Weapons

These majestic weapons are fit for mythic creatures.

Bow of Erastil

Aura: strong transmutation
CLl: 15th
Price: 38,000 gp
Weight: 5 lbs.

This golden +1 endless ammunition distance composite longbow (+6 Str) produces a golden arrow whenever it's drawn. By expending one use of mythic power, the bow's wielder can make a single attack and compare the result against every enemy within 60 feet of her. The wielder rolls damage only once, and applies it to all foes hit by the attack. If the attack is a critical threat, the wielder chooses only one enemy hit and attempts to confirm the critical against that enemy.

Brutal Axe

Aura: moderate transmutation
CLl: 11th
Price: 21,320 gp
Weight: 12 lbs.

The haft of this +1 adamantine greataxe is carved from the limb of a treant slain by fire. While wielding this axe, a creature is considered to have the Improved Sunder feat. It also deals an additional 1d12 points of damage when used to sunder. If the wielder already has Improved Sunder, the axe grants Greater Sunder; and if the wielder already has Greater Sunder, it instead provides a further +2 bonus on sunder combat maneuver checks.

As an immediate action after making a successful attack with the axe, the wielder can expend one use of mythic power to make a combat maneuver check to sunder a single item being used by the creature he just successfully attacked. This sunder attempt deals double damage and uses the wielder's full base attack bonus. If the item is destroyed by this sunder attempt, no excess damage is applied to the item's wielder or other items.

Chaos Hammer

Aura: moderate evocation [chaotic]
CLl: 9th
Price: 38,312 gp
Weight: 10 lbs.

This oversized hammer crackles with chaotic energy. Once per day as a standard action, the wielder of this +1 anarchic warhammer can strike the ground to create the effects of the chaos hammer spell (Will DC 16, CL 9th) that bursts out from the warhammer's wielder. A mythic creature wielding this weapon can expend one use of mythic power to activate this ability without using up its daily use.

Dagger of a Thousand Bites

Aura: strong conjuration
CLl: 18th
Price: 24,502 gp
Weight: 1/2 lb.

This +1 keen returning mithral dagger is bleached pale white like some sort of giant tooth. The wielder can expend one use of mythic power when throwing the dagger. When the dagger is thrown in this fashion and hits its target, it can be directed to strike a different target within 30 feet of the first. The new target must still be within the attacker's line of sight. This additional attack is made using the same attack bonus as the first, though range penalties apply based on the total distance the dagger flies.

The dagger's wielder can continue selecting additional targets within his line of sight until the dagger misses, though no creature can be targeted by the dagger more than once in the same round.

Dragonbreath Bow

Aura: strong evocation
CLl: 14th
Price: 50,375 gp
Weight: 3 lbs.

This +2 flaming burst longbow's arrow rest is shaped like a dragon's head with its mouth agape—as if about to unleash its breath weapon. A mythic wielder can expend one use of mythic power when drawing back the bow to create an arrow of pure flame. This flame arrow acts as a ranged touch attack that can target only creatures within the first range increment of the bow. When it hits its target, this flame arrow deals 3d10+2 points of fire damage. This damage stacks with the bow's flaming burst special ability.

Fire Goddess's Blade

Aura: strong conjuration and transmutation
CLl: 18th
Price: 33,315 gp
Weight: 4 lbs.

This +1 flaming scimitar has golden flames embossed along the blade, which flicker and glow even when the sword's flames are extinguished. Three times per day as a swift action, its wielder can transform the sword into a blade of pure flame. In this form, the blade deals 1d8+9 points of fire damage (as the flame blade spell).

Once per day, the sword's wielder can expend one use of mythic power to transform the blade into a Large fire elemental for 10 minutes. When the duration ends or the fire elemental is defeated, the blade reappears in its owner's hands.

Gun With No Name

Aura: moderate abjuration and conjuration
CLl: 9th
Price: 98,300 gp
Weight: 5 lbs.

Though the green, glowing runes on this firearm denote it as magical, otherwise this +2 mythic bane greater lucky pepperbox appears beat up and nearly useless. This weapon can be reloaded normally, but if its wielder expends either one use of mythic power or 1 grit point as a swift action, each of the firearm's empty barrels magically reloads with either black powder and a bullet or with a flare alchemical cartridge (the wielder chooses, and she can mix and match the ammunition type with each barrel). While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.

Pick of Stonecleaving

Aura: faint evocation
CLl: 5th
Price: 11,308 gp
Weight: 6 lbs.

When this +1 adamantine heavy pick is used to damage unattended objects, it deals an additional 2d6 points of damage. If the wielder expends one use of mythic power when making such an attack, the pick bypasses the object's hardness and deals 4d6 additional damage instead of 2d6.

Sacred Avenger

Aura: strong abjuration
CLl: 20th
Price: 202,630 gp
Weight: 4 lbs.

This +3 cold iron longsword becomes a +5 holy defiant cold iron longsword in the hands of a paladin or a lawful good mythic creature. If the creature wielding this weapon is a paladin with mythic tiers, she can also grant the weapon the brilliant energy special ability on command. Dismissing the brilliant energy ability is a free action.

When wielded by a paladin or a lawful good mythic creature, this weapon provides spell resistance equal to 5 + the character's paladin class level (if any) + the character's mythic tier (if any) to the wielder and anyone within 10 feet of her. It also enables the wielder to use mythic greater dispel magic once per round as a standard action, with a caster level equal to either the wielder's paladin class level or double her mythic tier, whichever is higher. Mythic greater dispel magic functions as greater dispel magic including the benefits of the mythic dispel magic spell, but when the wielder dispels a spell, she heals 1d6 points of damage for every spell level of the dispelled spell instead of healing 1d4 points of damage.

Shadow Spike

Aura: strong conjuration
CLl: 12th
Price: 96,600 gp
Weight: 4 lbs.

This +2/+2 cruel quarterstaff is made of polished ebony, and features a blackened metal spike on its bottom end. As a standard action, the wielder can drive the spike into the ground on either the Material Plane or the Shadow Plane, creating a rift merging those two planes. This rift is 30 feet in diameter, lasts for 1 minute, and can be created once per day. If the creature that drives the shadow spike into the ground expends one use of mythic power when doing so, the effect lasts until the shadow spike is pulled out of the ground (which takes a standard action).

The rift's area acts as the deeper darkness spell. Spells with the darkness or shadow descriptors cast within the rift have +1 caster level, and are affected as if cast with the Extend Spell feat. As a standard action, any mythic creature within the area can expend three uses of mythic power to plane shift to the Shadow Plane (if on the Material Plane) or to the Material Plane (if on the Shadow Plane). If a mythic creature plane shifts while holding the shadow spike, the weapon teleports with that creature, ending the effect.

Shadow's Touch

Aura: strong illusion
CLl: 13th
Price: 102,962 gp
Weight: 1/2 lb.

Amazingly light, this ebon +2 keen dagger fades into near intangibility at its tip. It ignores bonuses to AC provided by deflection and force effects, and deals 2 points of Strength damage on a confirmed critical hit. By expending one use of mythic power while attacking, the wielder can strike a force effect and disintegrate it as a touch attack. This effect also automatically dispels force effects that can be dispelled whether or not they're subject to disintegrate.

As a standard action, the wielder can expend a use of mythic power while slashing at the air to open up a rift to the Shadow Plane. This functions as shadow walk, except that a maximum number of creatures equal to double the wielder's tier can pass through before the rift closes.

Skirmishing Spear

Aura: moderate conjuration
CLl: 7th
Price: 19,502 gp
Weight: 6 lbs.

When thrown, this +1 returning spear is considered a one-handed weapon and gains a +2 bonus on the attack roll. If the spear hits when thrown, the wielder can, as an immediate action, expend one use of mythic power to teleport to an unoccupied space adjacent to the creature struck. This effect is treated as dimension door, except the wielder can act after teleporting. The spear comes back to its wielder's hand when he appears. If he hadn't taken a move action prior to throwing the spear, he can continue a full attack with the spear.

Spellbreaker

Aura: strong abjuration
CLl: 12th
Price: 71,600 gp
Weight: 4 lbs.

Only one end of this iron-shod +3 quarterstaff has an enhancement bonus. The enhanced end acts as a bane weapon against any creature with the ability to cast spells or use spell-like abilities. As a standard action, the wielder can strike the unenhanced end against the ground while expending one use of mythic power to produce an antimagic field centered on the staff. This effect has a duration of 2 hours. Anyone striking the staff against the ground a second time dismisses the effect. The antimagic field remains in effect if the staff is dropped or disarmed. The staff retains its enhancement bonus and extra damage against spellcasters inside any antimagic field.

Stormcaller

Aura: strong evocation [electricity]
CLl: 13th
Price: 98,302 gp
Weight: 6 lbs.

This +1 keen shock spear constantly flickers and sparks with power. When casting spells with the electricity descriptor, the spear's wielder adds 1 to her effective caster level. (This doesn't stack with other effects or feats that increase caster level.) Once per week, the wielder can cast control weather for the purposes of summoning a storm or increasing the severity of an existing storm.

As a full-round action, the wielder can expend one use of mythic power to call lightning down on foes he hits. This works like the call lightning spell (CL 13th), with the following differences. Rather than being directed as a move action, for 13 rounds the lightning is called down on the first opponent hit by the spear each round. This effect bypasses lightning resistance and treats lightning immunity as lightning resistance 10. If the wielder confirms a critical hit on an attack that calls down a lightning bolt, the lightning also deals double damage.

Sword of Inner Fire

Aura: strong transmutation [fire]
CLl: 16th
Price: 151,315 gp
Weight: 4 lbs.

This +1 flaming burst brilliant energy longsword has a burnished copper hilt and burns with blue and white flame. In the hands of a mythic wielder, the sword's fire damage bypasses fire resistance and fire immunity. As a swift action, the wielder can expend one use of mythic power to enable the sword of inner fire to damage nonliving creatures (such as constructs and undead) for 1 round, though the sword still can't damage inanimate objects.

A wielder of at least 3rd tier can absorb the sword of inner fire into her body as a swift action, and call it back to hand with another swift action. While the sword is stored in this way, her eyes burn with orange flame and she gains a +5 deflection bonus to AC and a +2 luck bonus on all saving throws.

Other Magic Items

The following items' abilities interact with mythic creatures.

Ambrosia

Aura: strong conjuration
CLl: 18th
Price: 10,000 gp
Weight: 1 lb.

This divine food comes in many forms, from a light and airy honeyed cake to a deep, rich chocolate. A mythic creature that eats this food is restored and replenished. Eating this food takes 1 minute, and when the meal is done, the consumer regains all her uses of mythic power for the day. If a non-mythic creature consumes ambrosia, that creature is subject to neutralize poison, remove curse, and remove disease, each at caster level 10th. A mythic creature can choose to either gain this effect instead of regaining mythic power.

Anchoring Belt

Aura: moderate abjuration
CLl: 9th
Price: 60,000 gp
Weight: 10 lbs.

This belt looks like nothing more than iron chains connecting large pieces of slate. It grants its wearer a +5 inherent bonus to combat maneuver defense against bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers and a +5 inherent bonus on saving throws against any effect that attempts to move the wearer with physical force or energy. Furthermore, if the wearer is a mythic creature and targeted by an effect that would teleport her, she can choose whether or not she wishes to be teleported.

As a standard action, the wearer can expend one use of mythic power to create a 30-foot-radius aura that affects all enemy creatures within it as though they were subject to a dimensional anchor spell. This aura lasts for a number of rounds equal to the wearer's mythic tier.

Blind Helm

Aura: strong divination
CLl: 13th
Price: 85,000 gp
Weight: 3 lbs.

This plain steel helm completely covers the face, lacking even eyeholes or a slit to peer out of. Its wearer is blinded by the helm, but gains blindsense with a range of 60 feet. As a swift action, the wearer can expend one use of mythic power to gain blindsight with a range of 60 feet for 1 minute, or instead expend two uses of mythic power to gain blindsight with a range of 120 feet for 1 minute. The wearer can expend three uses of mythic power to gain the effects of truesight for 1 minute.

Book of Banishing

Aura: strong abjuration
CLl: 18th
Price: 50,000 gp
Weight: 2 lbs.

This immense tome contains dozens of banishing rituals, each written in an ever-changing mix of languages. It can be read only by way of comprehend languages or a similar translating effect. As a full-round action, a mythic creature can flip to and read an appropriate ritual of banishment for a particular category of extraplanar creatures, such as angels or devils. Creatures not of that category are unaffected. The reader's caster level for this ritual is double her mythic tier.

Once the ritual is read, the book counts as an object that the chosen creatures hate and fear, granting a +2 bonus on the reader's caster level check to overcome the chosen creatures' spell resistance. If other objects and substances that can affect the caster level check to overcome spell resistance are available, the book's user can apply those objects and substances when using the banishment ritual, further increasing her bonus.

A book of banishing can be safely read once per day. If read additional times during that period (regardless of who reads it), the reader must succeed at a DC 20 Will save or suffer the effects of a feeblemind spell. This save DC increases by 5 each additional time the book is read that day.

Book of Perfect Jokes

Aura: moderate enchantment
CLl: 8th
Price: 27,000 gp
Weight: 1 lb.

This small, weathered journal contains 10,000 jokes that change to be perfectly suited for particular audiences. The book grants its owner a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, up to three times per day the book can be used to cast hideous laughter (Will DC 13 negates).

By expending one use of mythic power as a standard action, the book's reader can make a brutal verbal tirade mocking a creature. The target creature is enraged per the rage spell, and all other enemies within 30 feet of the target begin laughing uncontrollably, as hideous laughter (Will DC 14 negates either effect). The book contains only one perfect joke for any given creature, so attempting to use the book on a creature a second time yields no effect.

Boots of Earth and Wind

Aura: moderate transmutation
CLl: 9th
Price: 20,000 gp
Weight: 3 lbs.

These strange, heavy, leather-and-steel boots feature a pair of ever-fluttering wings on each side. These boots function like winged boots, but also grant a +5 bonus to CMD against bull rush, overrun, and reposition combat maneuvers as long as the wearer is standing on solid ground. A mythic creature can expend one use of mythic power when commanding the boots to fly to gain the bonus to CMD for as long as she uses the boots to fly.

Bountiful Bottle

Aura: moderate transmutation
CLl: 6th
Price: 4,000 gp
Weight: 1 lb.

This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water. When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to transform a potion is shortened to a full-round action.

Bracers of Might

Aura: moderate transmutation
CLl: 10th
Price: 10,000 gp
Weight: 1/2 lb.

These golden bracers are sculpted to depict a pair of mighty stags rearing up in triumph. They grant a +4 bonus on all Strength ability checks and Strength-based skill checks. As a swift action up to three times per day, the wearer can call upon the power of these bracers to gain a +4 sacred bonus to Strength for 1 round. The wearer can expend one use of mythic power to treat one Strength ability check or Strength-based skill check as if he rolled a natural 20.

Bracers of the Shield Mates

Aura: moderate conjuration
CLl: 7th
Price: 40,000 gp
Weight: 2 lbs.

These heavy, bronze bracers depict scenes of epic battle and heroic sacrifice. When worn together, they provide no benefit. When two individuals each wear a single bracer, each wearer gains a +2 shield bonus to AC as long as the two remain within 100 feet of each other.

By expending one use of mythic power as a swift action, the wearer of one of the bracers can teleport up to 100 feet per mythic tier to any unoccupied space adjacent to the other wearer. The wearer acts normally for the remainder of her turn, then immediately teleports back to her original space when her turn ends. Effects that prevent dimensional travel either from the wearer's space or to her destination block this ability.

Canopic Jar

Aura: strong necromancy
CLl: 13th
Price: 24,000 gp
Weight: 2 lbs.

This clay burial jar is designed to hold viscera from a corpse. A creature can spend 10 minutes and make a DC 15 Heal check to harvest the intact intestine, liver, lungs, or stomach from a Tiny to Large corpse and preserve it inside the jar. The corpse must be fresh (dead for no longer than 1 hour) and of the animal, dragon, or humanoid type. A full jar weighs 5 pounds.

Up to three times per day, the bearer can gain any one of the following abilities that the creature possessed in life for 10 minutes at a value no greater than the creature had: climb speed, darkvision (up to 60 feet), resist energy, fly speed, low-light vision, scent, or swim speed. Movement abilities are limited to a speed of no more than 60 feet, and flight can be of no greater than good maneuverability. Energy resistance can be gained in any single energy type the creature was resistant or immune to, to a maximum of 20 points (if the creature had immunity, the user gains resistance 20 to that energy type).

By expending one use of mythic power, the bearer can instead take the form of the creature for 10 minutes, as if using alter self, beast shape II, form of the dragon II, or giant form I, as appropriate. The bearer resembles the original creature as it appeared in life, as though he were impersonating that creature with a Disguise check result of 20. To use the jar's abilities, it only has to be carried on the bearer's person. In addition to these properties, the canopic jar preserves its contents for an indefinite period, similar to gentle repose. The organs are suitable remains for resurrection, but insufficient for raise dead.

Cape of Free Will

Aura: moderate abjuration
CLl: 7th
Price: Varies
Weight: 1 lb.

The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.

Cayden's Cup

Aura: faint conjuration
CLl: 5th
Price: 16,500 gp
Weight: 1 lb.

On command, this battered pewter tankard fills with ale perfectly matched to the bearer's taste and desire. Ale poured out the tankard quickly loses its flavor and virtue, becoming common swill within minutes. The tankard prevents most of the ill effects of excessive drinking, such as hangovers and blackouts, as long as it remains in its owner's possession. It also provides a +4 bonus on saving throws against poison.

Once per hour as a move action, by drinking the contents of the tankard and voicing a toast the imbiber gains a +2 morale bonus to Strength and Constitution, but takes a –2 penalty on Dexterity- and Intelligence-based ability and skill checks. These effects last for 10 minutes. If the tankard is empty, it must be filled prior to drinking. If the imbiber expends one use of mythic power while drinking from the cup, the morale bonus increase to +4, the penalties to –4, and the duration of the tankard's effects to 1 hour.

Censer of Sanctuary

Aura: faint abjuration
CLl: 3rd
Price: 18,000 gp
Weight: 2 lbs.

When a block of incense is placed inside this censer and ignited, the bearer gains the benefits of a heightened 2nd-level sanctuary spell for as long as the incense burns (1 hour per stick of incense) or until the bearer breaks the effect by attacking. Placing the incense is a move action, and igniting it is a standard action. If incense of meditation is burned instead of normal incense, the sanctuary effect is heightened to 7th level.

While lighting the censer, the bearer can expend one use of mythic power to grant the benefits of the censer's sanctuary to all allies within a 20-foot-radius emanation of the censer for 10 minutes. Allies who attack break the sanctuary effect only for themselves. The incense extinguishes 1 round after the bearer ceases to use. If incense of meditation is extinguished before 8 hours of burning, the remainder becomes normal incense.

Artifacts

Though all artifacts are objects of intense magical power, some can reach their full glory and potential only in the hands of mythic creatures.

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