Item: Vortex Pouch

Level6
Rarity
Rare
Price240 gp
UsageHeld in one hand
PublicationPathfinder #217: Death Sails a Wine-Dark Sea

When empty, the vortex pouch's net seems too loose to hold much. However, when used to catch the wind, it stretches to hold the air. With nowhere for the wind to go, the air inside it swirls violently. If the caught wind includes a storm, clouds, fog, or similar effect, it's visible among the whirlwind.


Activate—Catch Wind 2 (air, manipulate)

Requirements The vortex pouch is empty

Effect You gather the nearby air and wind within the vortex pouch. Creatures within a 20-foot type:emanation must attempt a DC 20 Fortitude save or be moved 5 feet closer toward you as the air rushes into the pouch. Targets that critically fail the save are moved 10 feet. You can Sustain the activation once per round, up to 1 minute, to continue Catching Wind. If you spend a Mythic Point when Catching Wind, the vortex pouch gathers air in a 10-mile radius; though the vortex is only strong enough to forcibly suck in creatures within the original 20-foot type:emanation, weaker creatures with the air trait and creatures associated with the sky in the 10-mile radius will know your general direction and feel a sense of unease, granting you a +2 status bonus to Intimidation checks against those creatures for 1 week. When you end the activation, the vortex pouch becomes 1 Bulk and you can empty it using Release Wind.


Activate—Release Wind 2 (air, manipulate)

Requirements The vortex pouch contains air or wind

Effect Wind rushes out of the vortex pouch in a 30-foot type:cone. All creatures in the cone take 8d6 bludgeoning damage (DC 20 Basic Fortitude save). Creatures that fail their saving throw are pushed 5 feet away from you; creatures that critically fail are pushed 10 feet. If the caught wind included weather that might deal a different type of damage, Release Wind deals this damage instead (for instance, dealing electricity damage if it caught a thundercloud or cold damage if it caught a blizzard).


Trait Effects

Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.

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.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.


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