Hand of the Covenant

Bow of the Covenant

Lore: In the Tenebrous Age, before Verana and her followers settled Orlind, the land was ruled by giants, dragons, and the fey.  The only record of this arrow and its sisters resides in a story passed down from the fey to bards across generations detailing a war between the frost giants and the Unseelie Court.  The King of Winter’s five children, four daughters and a son, gave their lives in defense of the court.  The King of Winter, in his grief, commanded these items crafted and named after his children, to stand as stalwart relics in the war against giantkind.  Their true names lost to the mists of time, it is rumored that if these names were recovered, then the souls of the ancient fey nobles would be resurrected, but this is just a myth…

Appearance: This supple longbow appears to be crafted of a combination of birch, fir, and darkwood blended together in a seamless swirling pattern.  Every inch of it is inscribed with intricate sylvan runes that glow brightly at high noon (white) and midnight (black light), are inert at dawn and dusk, and steadily increase or decrease in intensity as time passes between them.

Effects: While an unspectacular weapon by itself, this bow grows ever stronger when it is reunited with its arrows.

  • +1 adaptive darkwood longbow
  • Part of a Set (1 of 5): Hand of the Covenant
    • Crimson Helix
    • Azure Helix
    • Emerald Helix
    • Topaz Helix
    • Bow of the Covenant
  • Set Bonuses:
    • Each Helix gains an additional +1 enhancement modifier for every other Helix the wielder owns.
    • The Bow of the Covenant receives additional bonuses for every Helix the wielder owns:
      • 1 Helix: distance
      • 2 Helixes: giant bane
      • 3 Helixes: seeking
      • 4 Helixes: burst (any elemental arrow fired from the bow is automatically upgraded to the appropriate burst quality)
    • Helix Shot (Su): As a standard action the wielder can fire multiple Helix arrows at a target within 100 ft. If fired at a creature, this ability requires a single attack roll regardless of how many arrows are fired.  This ability has a burst radius of 5 ft. per Helix used and deals 3d6 points of elemental damage per Helix in accordance with which arrows were used.  (EX: A helix shot with Crimson & Azure would have a burst radius of 10 ft and deal 3d6 fire and cold damage).  A reflex save (DC 12 + 1 for every helix used) reduces this damage by half, though if the shot was targeted on a creature, that creature takes a -1 penalty on his save for every Helix used.  This ability is usable once/day, plus an additional use for every two pieces of the set owned (maximum 3/day)

Value: 25,480 gp

Weight: 1.5 lbs.


Crimson Helix

Lore: In the Tenebrous Age, before Verana and her followers settled Orlind, the land was ruled by giants, dragons, and the fey.  The only record of this arrow and its sisters resides in a story passed down from the fey to bards across generations detailing a war between the frost giants and the Unseelie Court.  The King of Winter’s five children, four daughters and a son, gave their lives in defense of the court.  The King of Winter, in his grief, commanded these items crafted and named after his children, to stand as stalwart relics in the war against giantkind.  Their true names lost to the mists of time, it is rumored that if these names were recovered, then the souls of the ancient fey nobles would be resurrected, but this is just a myth…

Appearance: This arrow has a shaft of polished white wood and a swirling head carved from mithral.  The fletching is crafted from bright orange feathers of an unknown bird.  Fey runes cover the shaft, and burst into flames whenever the arrow is loosed from a bow.

Effects: While an unspectacular weapon by itself, this arrow grows ever stronger when it is reunited with its sisters.

  • +1 flaming arrow
  • Never broken or lost by use
  • Part of a Set (1 of 5): Hand of the Covenant
    • Crimson Helix
    • Azure Helix
    • Emerald Helix
    • Topaz Helix
    • Bow of the Covenant
  • Set Bonuses:
    • Each Helix gains an additional +1 enhancement modifier for every other Helix the wielder owns.
    • The Bow of the Covenant receives additional bonuses for every Helix the wielder owns:
      • 1 Helix: distance
      • 2 Helixes: giant bane
      • 3 Helixes: seeking
      • 4 Helixes: burst (any elemental arrow fired from the bow is automatically upgraded to the appropriate burst quality)
    • Helix Shot (Su): As a standard action the wielder can fire multiple Helix arrows at a target within 100 ft. If fired at a creature, this ability requires a single attack roll regardless of how many arrows are fired.  This ability has a burst radius of 5 ft. per Helix used and deals 3d6 points of elemental damage per Helix in accordance with which arrows were used.  (EX: A helix shot with Crimson & Azure would have a burst radius of 10 ft and deal 3d6 fire and cold damage).  A reflex save (DC 12 + 1 for every helix used) reduces this damage by half, though if the shot was targeted on a creature, that creature takes a -1 penalty on his save for every Helix used.  This ability is usable once/day, plus an additional use for every two pieces of the set owned (maximum 3/day)

Value: 2,000 gp.

Weight: Negligible


Emerald Helix

Lore: In the Tenebrous Age, before Verana and her followers settled Orlind, the land was ruled by giants, dragons, and the fey.  The only record of this arrow and its sisters resides in a story passed down from the fey to bards across generations detailing a war between the frost giants and the Unseelie Court.  The King of Winter’s five children, four daughters and a son, gave their lives in defense of the court.  The King of Winter, in his grief, commanded these items crafted and named after his children, to stand as stalwart relics in the war against giantkind.  Their true names lost to the mists of time, it is rumored that if these names were recovered, then the souls of the ancient fey nobles would be resurrected, but this is just a myth…

Appearance: This arrow has a shaft of polished darkwood and a swirling head carved from obsidian.  The fletching is crafted from dark raptor feathers that are faintly covered in moss.  Fey runes cover the shaft, and glisten with acidic energy whenever the arrow is loosed from a bow.

Effects: While an unspectacular weapon by itself, this arrow grows ever stronger when it is reunited with its sisters.

  • +1 acidic arrow
  • Never broken or lost by use
  • Part of a Set (1 of 5): Hand of the Covenant
    • Crimson Helix
    • Azure Helix
    • Emerald Helix
    • Topaz Helix
    • Bow of the Covenant
  • Set Bonuses:
    • Each Helix gains an additional +1 enhancement modifier for every other Helix the wielder owns.
    • The Bow of the Covenant receives additional bonuses for every Helix the wielder owns:
      • 1 Helix: distance
      • 2 Helixes: giant bane
      • 3 Helixes: seeking
      • 4 Helixes: burst (any elemental arrow fired from the bow is automatically upgraded to the appropriate burst quality)
    • Helix Shot (Su): As a standard action the wielder can fire multiple Helix arrows at a target within 100 ft. If fired at a creature, this ability requires a single attack roll regardless of how many arrows are fired.  This ability has a burst radius of 5 ft. per Helix used and deals 3d6 points of elemental damage per Helix in accordance with which arrows were used.  (EX: A helix shot with Crimson & Azure would have a burst radius of 10 ft and deal 3d6 fire and cold damage).  A reflex save (DC 12 + 1 for every helix used) reduces this damage by half, though if the shot was targeted on a creature, that creature takes a -1 penalty on his save for every Helix used.  This ability is usable once/day, plus an additional use for every two pieces of the set owned (maximum 3/day)

Value: 2,000 gp.

Weight: Negligible


Topaz Helix

Lore: In the Tenebrous Age, before Verana and her followers settled Orlind, the land was ruled by giants, dragons, and the fey.  The only record of this arrow and its sisters resides in a story passed down from the fey to bards across generations detailing a war between the frost giants and the Unseelie Court.  The King of Winter’s five children, four daughters and a son, gave their lives in defense of the court.  The King of Winter, in his grief, commanded these items crafted and named after his children, to stand as stalwart relics in the war against giantkind.  Their true names lost to the mists of time, it is rumored that if these names were recovered, then the souls of the ancient fey nobles would be resurrected, but this is just a myth…

Appearance: This arrow has a shaft of polished white wood and a swirling head carved from mithral.  The fletching is crafted from bright multi-colored feathers of an unknown tropical bird.  Fey runes cover the shaft, and crackle with the fury of a storm whenever the arrow is loosed from a bow.

Effects: While an unspectacular weapon by itself, this arrow grows ever stronger when it is reunited with its sisters.

  • +1 electric arrow
  • Never broken or lost by use
  • Part of a Set (1 of 5): Hand of the Covenant
    • Crimson Helix
    • Azure Helix
    • Emerald Helix
    • Topaz Helix
    • Bow of the Covenant
  • Set Bonuses:
    • Each Helix gains an additional +1 enhancement modifier for every other Helix the wielder owns.
    • The Bow of the Covenant receives additional bonuses for every Helix the wielder owns:
      • 1 Helix: distance
      • 2 Helixes: giant bane
      • 3 Helixes: seeking
      • 4 Helixes: burst (any elemental arrow fired from the bow is automatically upgraded to the appropriate burst quality)
    • Helix Shot (Su): As a standard action the wielder can fire multiple Helix arrows at a target within 100 ft. If fired at a creature, this ability requires a single attack roll regardless of how many arrows are fired.  This ability has a burst radius of 5 ft. per Helix used and deals 3d6 points of elemental damage per Helix in accordance with which arrows were used.  (EX: A helix shot with Crimson & Azure would have a burst radius of 10 ft and deal 3d6 fire and cold damage).  A reflex save (DC 12 + 1 for every helix used) reduces this damage by half, though if the shot was targeted on a creature, that creature takes a -1 penalty on his save for every Helix used.  This ability is usable once/day, plus an additional use for every two pieces of the set owned (maximum 3/day)

Value: 2,000 gp.

Weight: Negligible


Azure Helix

Lore: In the Tenebrous Age, before Verana and her followers settled Orlind, the land was ruled by giants, dragons, and the fey.  The only record of this arrow and its sisters resides in a story passed down from the fey to bards across generations detailing a war between the frost giants and the Unseelie Court.  The King of Winter’s five children, four daughters and a son, gave their lives in defense of the court.  The King of Winter, in his grief, commanded these items crafted and named after his children, to stand as stalwart relics in the war against giantkind.  Their true names lost to the mists of time, it is rumored that if these names were recovered, then the souls of the ancient fey nobles would be resurrected, but this is just a myth…

Appearance: This arrow has a shaft of polished darkwood and a swirling head carved from obsidian.  The fletching is crafted from what appears to be frozen blue rose petals.  Fey runes cover the shaft, and glow with a  chilling light whenever the arrow is loosed from a bow.

Effects: While an unspectacular weapon by itself, this arrow grows ever stronger when it is reunited with its sisters.

  • +1 frost arrow
  • Never broken or lost by use
  • Part of a Set (1 of 5): Hand of the Covenant
    • Crimson Helix
    • Azure Helix
    • Emerald Helix
    • Topaz Helix
    • Bow of the Covenant
  • Set Bonuses:
    • Each Helix gains an additional +1 enhancement modifier for every other Helix the wielder owns.
    • The Bow of the Covenant receives additional bonuses for every Helix the wielder owns:
      • 1 Helix: distance
      • 2 Helixes: giant bane
      • 3 Helixes: seeking
      • 4 Helixes: burst (any elemental arrow fired from the bow is automatically upgraded to the appropriate burst quality)
    • Helix Shot (Su): As a standard action the wielder can fire multiple Helix arrows at a target within 100 ft. If fired at a creature, this ability requires a single attack roll regardless of how many arrows are fired.  This ability has a burst radius of 5 ft. per Helix used and deals 3d6 points of elemental damage per Helix in accordance with which arrows were used.  (EX: A helix shot with Crimson & Azure would have a burst radius of 10 ft and deal 3d6 fire and cold damage).  A reflex save (DC 12 + 1 for every helix used) reduces this damage by half, though if the shot was targeted on a creature, that creature takes a -1 penalty on his save for every Helix used.  This ability is usable once/day, plus an additional use for every two pieces of the set owned (maximum 3/day)

Value: 2,000 gp.

Weight: Negligible