Navigator's FeatherConsumable 2
Source Pathfinder #202: Severed at the Root
Type Talisman
Price 6 gp
Weight light
Activate f (concentrate, fortune)
Trigger You would roll a Survival check to Sense Direction or Track but haven't rolled yet
Requirements You're trained in Survival.
This jaunty feather is affixed to headgear and can guide you in times of trouble, twisting to point in different directions. When you activate the talisman, you roll the triggering Survival check to Sense Direction or Track twice, and use the higher result.
For 24 hours, you gain a +1 circumstance bonus to Survival checks to Sense Direction, so long as you're navigating toward the same destination as when you activated the talisman, and a +1 circumstance bonus to Survival checks to Track, so long as you continue to Track the same creature as when you activated the talisman. After 24 hours, the feather disintegrates, becoming mundane dust that blows away on the breeze.
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.
ConsumableAn item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
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.
TalismanA talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.