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Tears of the Last AzlantiEquipment 25


UniqueArcaneArtifactInvestedTransmutation
Source Pathfinder #156: The Apocalypse Prophet
Weight light

This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention.

While a bail is active, you recall pieces of childhood memories, brief stories and lessons spoken to you by Aroden. The knowledge imparted by each bail carries a specific power but also allows you to access the invested and resonant powers of theaeon stonein the active bail's slot as though the stone orbited your head. Each day at dawn, a new bail becomes active; roll 1d6 to determine which bail is active, determined by the table below. Only one bail can be active at any time.

Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 arcana check.

1D6 Bail Default Aeon Stone
1 Patience Gold nodule
Active Power Telepathy with a range of 100 feet
2 Rememberance Tourmaline sphere
Active Power Cast Hypercognition at will
3 Resilience Clear spindle
Active Power Worn armor gains the antimagic property rune
4 Tenacity Pink rhomboid
Active Power Wielded weapons gain the vorpal property rune
5 Wisdom Orange prism
Active Power Skill checks for downtime activities or to Recall Knowledge are one degree of success higher
6 Invention Lavender and green ellipsoid
Active Power You can craft items up to 5 levels higher than your actual level

Destruction The memories and lessons that echo through the Tears of the Last Azlanti give clues about steps needed to destroy the artifact. After you have gained the power of each of the six aeon stones at least once, you are granted visions of six locations across Golarion. At each of these locations, you must replace one of the necklace's aeon stones with a dull gray aeon stone. Once the final stone is replaced, the powers of the necklace are drawn into its new stones. These stones become pieces of throneglass, and the chain and bails disintegrate.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

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).

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.