Item: Dawnflower Beads

Level11
Rarity
Rare
Price1400 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)Remaster

Perception +20; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common, Empyreal, and two other common languages)

Skills Diplomacy +21, Medicine +22, Religion +19, Sarenrae Lore +23

Int +2, Wis +5, Cha +4

Will +20


Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads. Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as a Greater Shining Symbol. They don't re-attune to other deities but allow any divine spellcaster who isn't unholy to use them, though they attempt to talk their wielder out of morally questionable acts. Dawnflower beads have the following additional activations.


Activate Cast a Spell

Effect The beads cast 4th-rank Light.


Activate Cast a Spell

Frequency once per day

Effect The beads cast 5th-rank Vital Luminance.


Trait Effects

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.

Healing: A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.


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