TEETH OF DAHLVER-NAR
The strange and wondrous teeth of Dahlver-Nar give you a physical link to the vestiges and their power. Lore: The teeth of Dahlver-Nar bear the name of the first human to use them. Rumor among the ignorant holds that the teeth tie your soul to fiendish forces, granting them control over your body and even your thoughts. (Knowledge [history] DC 30)
No one knows who created the teeth, or even how it was done. Binder scholars debate whether the items can be created at all -- many contend that a new one simply comes into being when a soul transforms into a vestige. (Knowledge [arcana] DC 30)
Individual teeth of Dahlver-Nar have occasionally been destroyed, but a new version of a destroyed tooth always crops up at some later date. However, no more than one version of a particular tooth ever exists at any given time. (Knowledge [history] DC 35)
Several versions of the story about the origin of the teeth of Dahlver-Nar exist, but one aspect of it remains constant: Dahlver-Nar, a human cleric, discovered the teeth and made them known through his use of their powers. (Knowledge [history] DC 30)
Legend says that using the teeth too often or using too many of them at once can drive the user mad or turn her into a tooth beast (see page 88). How much of this tale is truth and how much is fiction remains to be seen. Many binders have attempted to find out by collecting all the teeth, but as yet no one has managed to obtain all of them at once. (Knowledge [history] DC 30)
Description:Teeth of Dahlver-Nar differ in appearance according to their associated vestiges. Many look like the teeth of various humanoids; others appear more unusual. Eurynome's tooth, for example, is a molar as big as a dwarf's fist, Acererak's tooth is a ruby shaped like a cuspid, and Zagan's tooth is a snake fang the length of an elf's hand. Each tooth is inscribed with the seal of a vestige -- though it is unbound by the outer circle common to vestige seals. The teeth change size to fit the user's mouth, but only just. Chupoclops's tooth juts out of the user's mouth in the form of a tusk, beside the two created by his sign.
Activation: To employ one of these items, you must remove one of your own teeth and put the tooth of Dahlver-Nar in its place. This bloody process requires a full-round action and deals 1 point of damage. Afterward, your tooth is permanently gone; you cannot later replace it after removing the tooth of Dahlver-Nar. A regenerate spell replaces lost teeth, so long as no teeth of Dahlver-Nar occupy the spaces of missing teeth at the time of casting. Replacing your teeth with teeth of Dahlver-Nar does not affect bite damage or give you a bite attack if you normally lack one.
You must have a tooth of Dahlver-Nar in your mouth for one full day before you can use its ability. During that time, you show the sign of the associated vestige and are under its influence, as described in the Effect section below.
After the tooth has been in your mouth for 24 hours, you can activate or deactivate any continuous abilities it grants as a standard action. Other abilities require a standard action to use. Use of an ability granted by this item never provokes an attack of opportunity, but effects produced by a tooth of Dahlver-Nar are not supernatural; they can be dispelled and suppressed in the same way as those of other magic items. A creature cannot target a tooth in your mouth for the purpose of sundering or magic effects other than dispel magic. The only way a foe can get your tooth is to render you helpless and physically remove it. Such a removal deals no damage.
Using teeth of Dahlver-Nar does not give you the ability to bind a vestige for the purpose of meeting the prerequisites of a feat or a prestige class. Teeth of Dahlver-Nar do not occupy a magic item body slot.
Effect: Placing a tooth of Dahlver- Nar in your mouth grants you a special magical ability, but it also links your soul and body to the vestige with which the tooth is associated. When the tooth is in your mouth, you show the sign of the associated vestige, just as you would if you had actually bound it. In addition, you are automatically under its influence, as though you were a binder who had failed a binding check. If you choose to ignore the vestige's influence, you take the normal penalty for doing so. The penalty lasts until the tooth is removed, but you can still use its power. As normal, the penalties of ignoring the influences of multiple vestiges stack.
These effects of a tooth of Dahlver-Nar cannot be avoided by making a binding check, or by using the suppress sign ability. If you have access to multiple teeth of Dahlver-Nar, you can use as many as you wish simultaneously, but you show the signs and are under the influence of all of them. Although some vestiges grant natural attacks associated with their signs, you do not gain those attacks -- even though you show the same sign -- unless the tooth actually grants that power.
Each tooth of Dahlver-Nar grants an ability similar to one granted by the associated vestige. The effects of the teeth are not supernatural. They are spell-like effects and follow all the normal rules for such -- they can be suppressed by a targeted dispel magic, for example. A tooth of Dahlver-Nar is activated by a command word -- specifically, the name of the associated vestige. The effects of the specific teeth are given below, along with their saving throw DCs.
Acererak: You can use command undead three times per day (Will DC 14 negates). Faint necromancy; CL 5th; Price 10,800 gp.
Agares: You can use earthquake once per day. Strong evocation; CL 15th; Price 43,200 gp. Amon: You can use burning hands at will (5d4 fire; Reflex DC 11 half ). Faint evocation; CL 5th; Price 9,000 gp.
Andras: You can use magic circle against evil or magic circle against good (chosen when expending the use) once per day. Faint abjuration; CL 5th; Price 5,400 gp.
Andromalius: You can use discern location once per day. Strong divination; CL 15th; Price 43,000 gp.
Aym: You can use produce flame once per day. Faint evocation; CL 5th; Price 9,000 gp.
Balam: You can use polar ray once per day. Strong evocation; CL 15th; Price 43,200 gp.
Buer: You can use neutralize poison once per day. Faint conjuration; CL 5th; Price 5,400 gp.
Chupoclops: You can use ethereal jaunt once per day. Strong evocation; CL 13th; Price 32,760 gp.
Dahlver-Nar: You gain a +2 enhancement bonus to natural armor. Faint transmutation; CL 5th; Price 8,000 gp.
Dantalion: You can use command three times per day (Will DC 13 negates). Faint enchantment; CL 5th; Price 5,400 gp.
Eligor: You gain a +4 enhancement bonus to Strength. Moderate transmutation; CL 10th; Price 16,000 gp.
Eurynome: You can use water walk once per day. Faint transmutation; CL 5th; Price 5,400 gp.
Focalor: You can use call lightning once per day (Reflex DC 14 half ). Faint evocation; CL 5th; Price 5,400 gp.
Geryon: You can use fly once per day. Faint transmutation; CL 5th; Price 5,400 gp.
Haagenti: You can use lesser confusion at will (Will DC 11 negates). Faint enchantment; CL 5th; Price 9,000 gp.
Halphax: You can use imprisonment once per day (Will DC 23 negates). Strong abjuration; CL 17th; Price 55,000 gp.
Haures: You can use phantasmal killer three times per day (Will/Fortitude DC 16 negates/partial). Moderate illusion; CL 7th; Price 30,240 gp.
Ipos: You gain a +4 enhancement bonus to Intelligence. Moderate transmutation; CL 10th; Price 16,000 gp.
Karsus: You can use dispel magic three times per day. Faint abjuration; CL 5th; Price 16,200 gp.
Leraje: You can use greater magic weapon once per day to grant your weapon a +5 enhancement bonus. Strong transmutation; CL 20th; Price 21,600 gp.
Malphas: You can use greater invisibility once per day. Moderate illusion; CL 7th; Price 10,080 gp.
Marchosias: You gain a +4 enhancement bonus to Charisma. Moderate transmutation; CL 10th; Price 16,000 gp.
Naberius: You can use lesser restoration three times per day. Faint conjuration; CL 5th; Price 10,800 gp.
Orthos: You can use displacement once per day. Faint illusion; CL 5th; Price 5,400 gp.
Otiax: You can use fog cloud three times per day. Faint conjuration; CL 5th; Price 10,800 gp.
Paimon: You gain a +4 enhancement bonus to Dexterity. Moderate transmutation; CL 10th; Price 16,000 gp.
Ronove: You can use expeditious retreat at will. Faint transmutation; CL 5th; Price 9,000 gp.
Savnok: You move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Faint transmutation; CL 5th; Price 2,000 gp.
Shax: You can use freedom of movement once per day. Moderate abjuration; CL 7th; Price 10,080 gp.
Tenebrous: You can use deeper darkness once per day. Faint evocation; CL 5th; Price 5,400 gp.
Zagan: You can use poison three times per day (Fortitude DC 14 negates). Faint necromancy; CL 5th; Price 16,200 gp.
Aura/Caster Level: See each tooth for details.
Construction: The means of constructing teeth of Dahlver-Nar, if it was ever known, is lost. Each tooth of Dahlver-Nar is a unique magic item.
Price: See the description of each tooth for details.