Item: The Waxworks

Level20
Rarity
Unique
Price-
UsageCarried
PublicationPathfinder #191: The Destiny War

Suit Shield (Con)

Alignment chaotic evil


The Waxworks represents helplessness and entropy. As long as you have this card invested, you gain a +2 item bonus to saving throws against effects that render you Clumsy, Doomed, Drained, Enfeebled, or Fatigued. The item bonus increases to +3 if you are 20th level.

Activate 2 envision, Interact

Frequency once per day


Effect You cause two 30-foot lines of hot wax to extend out of the card as you present it. The two lines must both start at you and extend in different directions. If you are at least 15th level, you can create a third line, and if you're at least 19th level you can create a fourth line. All creatures in the area must attempt a Fortitude save against your class DC or spell DC.


Critical Success The creature is unaffected.

Success The creature takes 2d6 persistent fire and 2d6 persistent mental damage. An affected creature or adjacent ally can reduce both of these values by 1d6 by spending an Interact action to scrape off the goo. Until the damage is reduced to 1d6 per type, the affected creature is also Confused (this is an emotion and mental effect).

Failure As success, but 4d6 persistent fire and 4d6 persistent mental damage.

Critical Failure As success, but 6d6 persistent fire and 6d6 persistent mental damage, and the creature's speed is Slowed 1 until the damage is reduced to 1d6 per type.


Trait Effects

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.

Harrow Court: This trait is associated with the _Deck of Destiny_ and the Harrow Court. It is limited to the Stolen Fate campaign.

Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


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