The BetrayalEquipment 20
Source Pathfinder #192: Worst of All Possible Worlds
Weight negligible
Suit Crowns (Cha)
Alignment neutral evil
The Betrayal represents selfishness and envy, twisting outcomes toward unfavorable or even devastating results. As long as The Betrayal is invested, you become more adept at hiding who you really are and tricking targets into positions of vulnerability. You gain a +2 item bonus on Deception checks made to Impersonate or Feint. This increases to a +3 bonus if you are at least 17th level.
Activate f envision
Frequency once per day
Effect You turn the tables on your foes, bringing one of them into your ranks and compelling them to attack their allies. You cast Dominate on a creature, but can only issue commands to attack or otherwise harm, betray, or inconvenience its allies. The rank of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC (will).
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ArtifactItems with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
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.