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PFS LimitedVortex PouchItem 6

This Item may contain spoilers from the Myth-Speakers Adventure Path

Rare Air Magical Mythic 
Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 78
Price 240 gp
Usage held in 1 hand; Bulk
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 [two-actions] (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 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 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 [two-actions] (air, manipulate); Requirements The vortex pouch contains air or wind; Effect Wind rushes out of the vortex pouch in a 30-foot 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).