🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Golden Rod MementoEquipment 20


RareCursedMagical
Source Pathfinder Lost Omens Monsters of Myth
Weight negligible

This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as Status. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet:

This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others. Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining.

5 Branches: The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful Atone ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies.

3-4 Branches: The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful atone ritual for any good-aligned faith.

1-2 Branches: The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it.

0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.

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.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.