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Cultist Cowl (Greater)Equipment 9


UncommonDivineMagical
Source Pathfinder #200: Seven Dooms for Sandpoint
Price 650 gp
Weight negligible

The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +2 item bonus to Religion checks. You also gain a +2 item bonus to all skill checks attempted to aid a ritual by being a secondary caster.

Activate 2 envision, command

Frequency once per hour


Effect The cowl casts Crisis of Faith (DC 25 will) to your specification.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

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.