Item: Cayden's Tankard
This ordinary-looking silver tankard functions as a +4 major striking returning shockwave light hammer when wielded as a weapon. Imbued with Cayden Cailean's courage, you are immune to fear effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are Drained 4 and Enfeebled 4 while holding it, and its magic doesn't function for you.
Activate R (manipulate)
Trigger You are targeted or included in the area of a fear effect
Effect Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect.
Activate 2 (concentrate, manipulate)
Frequency once per hour
Effect You drink from the tankard, ending the controlled, Grabbed, Immobilized, Paralyzed, Restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed).
Activate 2 (concentrate, manipulate)
Frequency once per day
Effect You enhance yourself with a shard of Cayden's divine fortune and cast indestructibility.
Destruction If an unholy creature carries Cayden's Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters.
Trait Effects
Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.
Related Items
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|---|---|---|---|
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| Guiding Star | 7 | Common | 1d4 |
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| Lamentation of the Faithless | 25 | Unique | 1d12 |
| Coldstar Pistols | 23 | Unique | 1d6 |
| Serithtial | 23 | Unique | 1d8 |
| Kortos Diamond | 22 | Unique | 1d8 |
| Whisperer of Souls | 28 | Unique | 1d8 |
| Bow of Sun Slaying | 20 | Unique | 1d6 |
| Orb Shard | 20 | Rare | 1d6 |
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| Sky Hammer | 20 | Rare | 1d8 |
| Staff of Sun Wukong | 20 | Unique | 1d8 |
| Temperbrand | 20 | Unique | 1d12 |
| Final Stand | 17 | Unique | 1d6 |
| Luck Blade | 17 | Rare | 1d6 |
| Draddeth's Edge | 16 | Unique | 1d8 |
| Jistkan Colossus Crusher | 15 | Rare | 1d12 |