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Relics

Source GM Core pg. 308 2.0
Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurer's legend. These are called relics, and owning one can define a character more than any other magic item.

Click here for the full rules on Relics.

Mind Gifts

Ancestors' CallMinor Gift

Legacy Content

Divination Dwarf Mental 
Source Pathfinder #193: Mantle of Gold pg. 85
Aspect mind
Dwarven spirits gravitate toward this relic, and you can call upon them to inhabit you and your allies to impart ancestral secrets. When you gain this gift, choose three common 1st-level dwarf ancestry feats.

Activate [one-action] envision; Frequency once per hour; Effect Select one of the three ancestry feats. You and each ally in a 10-foot-radius burst centered on you gain that feat and the dwarf trait for 1 minute.

Linguistic NexusMinor Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Your relic grants you a powerful neural plasticity, and as a result, you can learn languages more easily. You learn an additional language of your choice for every 2 levels of the relic (minimum 1). You can retrain one of the languages from the relic with only a single week of downtime.

RecalculateMinor Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Activate [reaction] (concentrate); Trigger You fail an attack roll; Effect Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next one. You gain a +1 circumstance bonus to your next attack roll against the target you missed, as long as it's made before the beginning of your next turn.

Repository of KnowledgeMinor Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Your relic is imbued with the psychic impressions of ages past. While the relic is on your person, you are trained in 3 additional Lore skills of the GM's choice that fit the relic's history, decided at the time of gaining this gift. If the relic is 9th level, you instead have expert proficiency in these Lore skills, and if the relic is 17th level, you have master proficiency in these Lore skills.

Perception FilterMajor Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Activate [two-actions] (concentrate); Frequency once per day; Effect Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that enters a 120-foot-radius emanation, centered on you, must attempt a secret Will save, after which the creature is then temporarily immune for 1 day.

Critical Success The creature is unaffected.
Success The creature takes a –2 status penalty to Perception checks to Seek or otherwise detect you.
Failure You filter all of the creature's senses, making it difficult for it to notice you. When you are hidden or undetected from the creature, it doesn't observe you as soon as you do anything other than Hide, Sneak, or Step. If it rolls a Perception check to Seek or otherwise detect you, it gets the outcome one degree of success worse than what it rolled, and if you roll a Stealth check to Hide, Sneak, or otherwise escape its attention, you get the outcome one degree of success better than what you rolled against the creature. If you use a hostile action toward the creature, the effect ends for that creature after your hostile action is completed.
Critical Failure As failure, but the effect doesn't end for that creature if you use a hostile action against it.

Psychic ScreamMajor Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Activate [two-actions] (concentrate); Effect Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic Will save or take 1d10 mental damage for every 2 levels of the relic. On a critical failure, they are also stupefied 1 for 1 minute.

Mental BastionGrand Gift

Mental 
Source GM Core pg. 316 2.0
Aspect mind
Your relic takes over some of your mental processes and enhances others. You gain telepathy; if you already have telepathy, you instead increase its range by 30 feet. Whenever you would become stupefied, reduce the value by 1. You are permanently quickened and can use the additional action to Recall Knowledge.