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Right of RetributionEquipment 8


RareContractEnchantmentInvestedMagical
Source Pathfinder #164: Hands of the Devil
Weight negligible

Devil Erinys

Decipher Writing Nature, Religion


Profane powers of vengeance are yours to inflict.

Benefit When a creature deals damage to you, you can call out for retribution as a reaction. Until the end of your next turn, you gain a +1 status bonus to attack rolls against that creature.

Payment If you wound a creature, it is your duty to kill it. If a creature survives for 24 hours after you deal it damage, you are Doomed 1. If you already have the doomed condition, it increases by 1.

Hidden Condition No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are Controlled by the erinys and must fight the chosen creature for 1 minute.

Termination Clause The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Contract

A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Invested

A character can wear 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. A magical item radiates a magic aura infused with its dominant school 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.