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Pathfinder's MentorEquipment 6


RareIllusionIntelligentInvestedMagical
Source Pathfinder Treasure Vault (Remastered)
Price 200 gp
Weight negligible

Perception +15; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (Common and two other common languages)

Skills Pathfinder Lore +15, Society +13, Survival +13

Int +3, Wis +3, Cha +1

Will +14


A Pathfinder's mentor is a wayfinder that has developed sapience. It has two aeon stone slots, and both stones grant their resonant powers without interfering with each other. If both slots are filled, the wayfinder and two stones count as two items toward your investiture limit. Most Pathfinder's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Pathfinder's mentor also has the following activations.


Activate 1 (concentrate)

Effect The wayfinder casts Know the Way on you.


Activate 1 minute (concentrate, manipulate)

Frequency once per day

Effect The wayfinder casts Wanderer's Guide on you.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Intelligent

An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique.

Invested

A 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).

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.