Mantle of Far HorizonsEquipment 3
Source The Dead God's Hand
Price 60 gp
Weight light
The mantle of far horizons helps to bring comfort and a sense of security while traveling, filling you with confidence and bolstering your energy during long journeys. In areas where you can see the horizon, you gain a +1 item bonus to Survival checks made to Sense Direction.
Activate—Gaze upon the Horizon 1 (manipulate)
Frequency once per day
Effect You raise the mantle's hood to augment your ability to see over large distances or through adverse weather. For the next hour, or until you lower your hood (whichever comes first), you gain a +1 item bonus to Perception checks made to observe things more than 500 feet away, or while in weather-related conditions that penalize your Perception checks (such as fog or precipitation).
Activate—Listen to the World 1 (manipulate)
Frequency once per day
Effect You lower the mantle's hood to focus on the world's natural sounds rather than other distractions. For the next minute, or until you raise the mantle's hood (whichever comes first), you gain a +1 item bonus to saving throws against auditory effects.
Traits
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.
InvestedA character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
MagicalSomething 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.