Scepter of Ages

**Aura** overwhelming transmutation; **CL** 25th; **Slot** none; **Weight** 8 lbs.

### DESCRIPTION

Strange
 metal prongs and rune-marked teeth jut at weird angles from this
sword-length key. At one end, numerous gem-studded hoops and disks make
up a head similar to an orrery. The Scepter of Ages can be
wielded as a +4 heavy mace with a critical threat range of 18–20. In
addition to the damage this weapon deals, any creature struck by the
scepter ages a number of years equal to the damage taken. On a critical hit,
 not only does the scepter deal greater damage, but the victim ages 2
years for every point of damage taken. Creatures aged in this manner
might have their physical ability scores reduced; consult **Table: Aging Effects** for the effects of aging on common humanoids. For the wide range of unlisted humanoids and non-humanoids
 this aging might affect, GMs should use their judgment, general
knowledge, and creature descriptions to decide how the effects of aging
apply on a race-by-race basis. GMs looking for a quick way to
approximate the ages of minor opponents should alter Strength, Dexterity, and Constitution
 by –1 for every 10 years aged and consider +40 years to be a creature’s
 maximum age. Any creature aged to greater than its maximum age
immediately dies. Constructs, outsiders, and undead
 are immune to the effects of aging. The mental abilities of those
affected by this form of aging do not increase. Creatures that gain
abilities dependent on their age gain these abilities as normal (though,
 at the GM’s discretion, these abilities might not be immediately
usable). The spell regenerate restores 1 year of premature aging for every hit point it heals. Creatures killed by aging can only be restored by true resurrection, miracle, or wish, but even these spells do not heal aging, returning the target to life only 1 year younger than his maximum age.

 In
 addition to its use as a weapon, the Scepter of Ages can open a portal
through time. To do this, the scepter’s bearer must spend 10 minutes
precisely aligning the delicate mechanisms within the artifact’s head to
 the exact dates she wishes to travel to. This requires the bearer to
make either a DC 30 Knowledge (history) check to program a precise date or a DC 30 Wisdom
 check to travel to a general period. The bearer can rush through
calibrating the scepter, activating it in 1 minute, but doing so
increases the associated DCs by +10. Regardless of whether or not this
check is successful, a 5-foot-wide glowing tear in time opens within 15
feet. This rift cannot be used as a weapon or to destructive effect.
What time the passage opens to is determined by whether the bearer
succeeds at the check (opening a portal to the desired time) or fails
(opening a portal to the incorrect time, determined by how significantly
 he failed, as shown on **Table: Accidental Time Travel Results**
below). The time beyond the portal cannot be viewed and can only be
discovered by passing completely through. The rift remains open for 1
minute before closing. What creatures or conditions lie beyond the
portal are determined by the GM (see **Table: Ages** below for examples of different times).

### DESTRUCTION

Adhering
 to laws beyond those of this reality, The Scepter of Ages cannot be
destroyed, only carried to a time beyond the reach of modern users. Some
 say this has happened dozens of times, yet still the scepter has been
rediscovered ages later, unearthed among ancient ruins or by geological
upheavals.

## RAMIFICATIONS

Those who use the Scepter of Ages may step through time, with all the dangers and repercussions that might entail. **Laws of Time**:
 The Scepter of Ages is the key to time traveling adventures, and all
the perils and conundrums such stories entail. If a GM does not want
time traveling elements in her game, is it strongly recommended that she
 not use the Scepter of Ages.

 That said, time travel can be as
simple or as complicated as a GM pleases. Nothing says a game has to
become bogged down with split timelines, temporal paradoxes, and
existence-shattering repercussions. GMs who want the effects of time
travel to be like the ripples of a pebble dropped into a still pool
might enjoy tracking every deed and ramification. Alternatively, some
GMs might prefer the effects of time travel to be like a pebble dropped
into a swift moving stream, having minor effects near the point of
contact, but ultimately having no effect on the course of the water.
Still other GMs might want to do away with popular rules of time travel
entirely and invent their own, perhaps making time itself resistant to
changes or revealing guardians of time (like the hounds of Tindalos).

 Beyond the mundane rules of time, GMs should consider how they want to handle other issues like magic. For example, can a cleric
 of a god who hasn’t been born yet gain her magic in the distant past?
Does magic change, and will it be as reliable in the far future as it is
 currently? Additionally, a GM should decide whether or not the key can
ever open to a time totally antithetical to the scepter’s bearer—such as
 a past before the creation of the Material Plane or a future where the entire planet has decayed to dust.

 Time
 travel opens the door to innumerable new adventures, but also requires
considerable forethought on the laws of reality and the cultures that
might be visited. GMs should feel free to create these details to suit
the stories they want to tell, but are encouraged to remain consistent
so players can enjoy the mystery of discovering these secrets of
reality.

### **Travels in Time**:

The future is a mysterious time,
 which might be a setting as fantastical, futuristic, or similar to the
real world as GMs please. Traveling far enough essentially opens the
door to new campaign settings, which GMs can design however they see
fit.

## Table: Accidental Time Travel Results

 DC –1 to –5
 DC –6 to –10
 DC –11 to –15
 DC –16 to –20
 DC –21 to –25
 DC –26 to –30
 DC –31 to –35
 DC –36 to –40

### \* GM randomly determines whether the result is added or subtracted from the intended time.

**Ages of Golarion Approximate Time Dates Notable Events/Dangers**
 **Primeval past Earlier than -50,000,001 Prehistoric beasts and lethal environments**

Prehistoric past -50,000,00 to -1,000,001 Beasts and dragons dominate

Primitive past -1,000,000 to -10,001 Serpentfolk and non-human domination

Legendary past -10,000 to -4,295 Height of Azlant & Thassilon, Age of Darkness

Ages past -4,294 ar to -1 ar Ancient empires dominate (Ancient Osirion, Jistka, others)

Distant past 1 ar to 4,605 ar Apotheosis of Aroden

Recent past 4,606 ar to 4,711 ar Death of Aroden

Present day 4,712 ar Modern day

Near future 4,712 ar to 9,999 ar Modern day with political changes

Distant future 10,000 ar to 99,999 ar New cultures, new technologies

Far future 100,000 ar to 999,999 ar Totally alien cultures and science

Extreme Beyond 1,000,000 ar Non-humanoid dominance, revised geography