Abadaran Magic
This section details magic options used by priests of the First Colonial Bank of Sargava.
Abadaran Magic items
The following magic items are favored by (and occasionally sold by) priests of the First Colonial Bank of Sargava.
Key Cloak
Source Inner Sea Temples pg. 32
Aura moderate conjuration; CL 9th
Slot shoulders; Price 20,000 gp; Weight 2 lbs.
Description
This short cloak is made of gold thread spun into a pattern of interlocking key shapes. The cloak grants the wearer a +1 shield bonus to AC. As a move action, the wearer can activate the cloak, which instantly produces enough keys to wrap the wearer in a dome-shaped shield of hardened metal, protecting the wearer as if he were carrying a tower shield with which he is proficient. While using this ability, the wearer can take no other actions (other than adjusting which direction the effective tower shield is considered to be facing) and is immobile. The wearer can remain in this form indefinitely, but resting in this form is equivalent to resting in heavy armor. The dome of keys can be dismissed as a swift action, and it automatically vanishes if the cloak is removed.
Once per day, the cloak can also create a single special skeleton key as a standard action. This skeleton key can be tried on any one lock that uses a key, even if you aren’t trained in the Disable Device skill. You use the key’s Disable Device bonus of +15 rather than your own; you cannot take 10 when using a skeleton key. You can only attempt to open a particular lock with the skeleton key once. If the roll fails, the key is unable to open or close that lock. The key lasts for 1 hour and can be used on only a single lock during that time.
Construction
Requirements Craft Wondrous Item, fabricate, knock, stoneskin; Cost 10,000 gp
Meltdown Safe
Source Inner Sea Temples pg. 32
Aura strong conjuration; CL 3rd
Slot none; Price 10,000 gp; Weight 10 lbs.
Description
This iron safe is only 6 inches wide by 6 inches tall, but it opens into an extrtadimensional space—its inside is larger than its outside dimensions, as a type 1 bag of holding. The intricate lock on the door is of superior quality (Disable Device DC 40) and has a powerful security feature: if any attempt to pick the lock is unsuccessful, the inner space floods with magic fire and the contents begin taking 5d6 points of fire damage per round. After 10 rounds of extreme heat, the safe fully consumes itself and is reduced to a pile of ash. If the door is opened through any means during these 10 rounds, blasts of searing hot fire spew forth in a 15-foot cone that deals 5d6 points of fire damage (Reflex DC 23 half) for the remaining rounds.
Construction
Requirements Craft Wondrous Item, fire trap, secret chest; Cost 5,000 gp
Secure Paypack
Source Inner Sea Temples pg. 32
Aura moderate conjuration; CL 9th
Slot none; Price 4,000 gp; Weight 5 lbs.
Description
This rugged backpack is identical to a handy haversack in most regards, with numerous compartments for storing items. Any effort to identify it with a Spellcraft check result ranging from 24 to 33 by someone unfamiliar with its special properties reveals it to be a handy haversack. A result below 24 does not identify any magic properties, while a result of 34 or higher reveals its additional secret properties. It has two hidden compartments (Perception DC 35), each able to store up to 1 cubic foot of material or 10 pounds in weight. In addition, the entire item is reinforced with thin mithral fibers, giving it a hardness of 15 and 5 hit points. Each compartment has a concealed superior lock (Perception DC 35, Disable Device DC 40) built in to prevent unauthorized access. When a compartment is locked, an item can still be removed from it as a move action by a character who has a key to the lock, like a normal handy haversack. The keys are not magical and can be crafted (Craft DC 25) by a character able to disable the existing locks and who has at least 5 ranks in Craft (locks). Each secure paypack is normally created with two keys.
Construction
Requirements Craft Wondrous Item, arcane lock, knock, secret chest; Cost 2,000 gp
Universal Lock
Source Inner Sea Temples pg. 32
Aura faint abjuration; CL 5th
Slot none; Price 5,150 gp; Weight 1/2 lb.
Description
This intricate padlock (hardness 10, hp 10, break DC 28, Disable Device DC 35) is crafted from pure gold and etched with depictions of the First Vault along its face. The lock can be placed onto any object that can open and close (such as a chest, pouch, door, window, or even a folded napkin, as well as magic items such as bags of holding and portable holes). The lock cannot be placed on a creature. Upon command, the lock merges with the item, becoming an inked image of the lock that covers half of the item being locked. If the item’s hardness and normal hit points are lower than those of the universal lock, the item’s hardness and hit points are increased to match those of the lock. The universal lock remains in place until the owner commands it to unlock or it is successfully picked; it then reverts back to its original form. If the object it is locking is broken open, the universal lock is destroyed. A knock spell does not open an object sealed with a universal lock, but it reduces the lock’s Disable Device DC by 5 for 10 minutes.
Construction
Requirements Craft Wondrous Item, arcane lock, hold portal; Cost 2,650 gp
Abadaran Magic Weapons
The following magic weapons are considered signs of significant wealth among bankers of the First Colonial Bank of Sargava.
Mace of Keys
Source Inner Sea Temples pg. 33
Aura moderate transmutation CL 9th
Slot none; Price 50,312 gp; Weight 8 lbs.
Description
The flanges on the head of this +1 axiomatic heavy mace are shaped like skeleton keys. Three times per day as a swift or immediate action when making a melee attack with the mace, the wielder can trigger this mace’s unlocking ability. This ability must be declared before the melee attack is rolled, and if the attack is unsuccessful, the unlocking ability is wasted. Upon a successful melee attack with the mace while using the unlocking ability, the wielder can attempt a combat maneuver check against the target’s CMD. On a success, the mace causes an item on the target in the belt, shoulder, or neck slot to come loose and fall to the ground in the target’s space.
In addition, when attempting to destroy a lock, the mace ignores up to 20 points of the lock’s hardness.
Construction
Requirements Craft Arms and Armor, knock, passwall; Price 25,312 gp
Vaultbow
Source Inner Sea Temples pg. 33
Aura strong conjuration CL 13th
Slot none; Price 28,550 gp; Weight 4 lbs.
Description
This +1 light repeating crossbow of deep mahogany rimmed with gold has a stock carved in the likeness of Abadar’s First Vault. An extradimensional space within the crossbow can hold 20 bolts. Loading new bolts into the extradimensional space requires a move action that provokes an attack of opportunity for each bolt. The crossbow weighs the same no matter how many bolts are placed inside it. A worshiper of Abadar treats the vaultbow as a light crossbow for purposes of proficiency and applying the benefits of feats relating to a light crossbow.
Three times per day, the wielder can choose to have a bolt transform into a length of chain that wraps around its target on a successful attack. This decision must be made before the attack roll is made. A Large or smaller creature struck by this attack becomes entangled (and if dependent on wings to fly, it must succeed at a DC 15 Reflex save or lose the ability to fly while entangled). An entangled creature can break (and destroy) the chains with a successful DC 30 Strength check or escape them with a successful DC 30 combat maneuver check or Escape Artist check. This chain lasts for 5 rounds before fading from existence.
Construction
Requirements Craft Arms and Armor, chain of perditionUM, secret chest; Price 14,550 gp
Abadaran Spells
These spells are most commonly found in use by priests of the First Colonial Bank of Sargava.
Soul Vault
Source Inner Sea Temples pg. 33
School abjuration; Level arcanist 4, cleric 3, druid 4, hunter 4, inquisitor 3, oracle 3, psychic 5, shaman 4, sorcerer 4, spiritualist 2, warpriest 3, witch 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell protects the target’s soul by briefly enveloping the target in an ethereal vault. The target gains a +4 bonus on saving throws against spells and effects that would trap or redirect its soul (such as magic jar, soul bind, and trap the soul) and effects that would transform the target into an undead creature. The target is granted a save to negate such effects even if one is not normally allowed. If it’s cast on a living creature that then dies, the target’s body and spirit are protected by the spell for its duration. If it’s cast on a corpse within 1 round of death, the target’s body and soul are both protected. Otherwise, only the body receives the protection.
Any spellcaster that worships Abadar may learn and cast soul vault as a 4th level spell, if it isn’t normally on her class spell list. Soul vault can be made permanent with the permanency spell at a cost of 7,500 gp and a minimum caster level of 11th.
True Appraisal
Source Inner Sea Temples pg. 33
School divination; Level bard 1, cleric 1, inquisitor 1, occultist 1, oracle 1, skald 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, F (gold coin)
Effect
Range personal
Target you
Duration 8 hours
Saving Throw none; Spell Resistance no
Description
You gain temporary insight into the value of objects. You gain a +5 competence bonus on Appraise checks, can attempt an Appraise check to determine an object’s value as a move action, and can take 10 on an Appraise check even if stress or distractions would normally prevent you from doing so. You know if you fail an Appraise check, and you never determine a wildly inaccurate price.