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The CricketEquipment 20


UniqueArtifactHarrowCourtInvestedMagical
Source Pathfinder #192: Worst of All Possible Worlds
Weight negligible

Suit Keys (Dex)

Alignment neutral good


The Cricket represents speed and quick passage. As long as The Cricket is invested, it grants you a +10-foot item bonus to all your Speeds. This increases to a +20-foot item bonus if you are at least 19th level or higher.

Activate f envision, Interact

Frequency once per day


Effect Your feet begin to glow and shimmer as if they were vibrating. Stride up to three times your Speed. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. This movement doesn't trigger reactions and you can move through creatures' spaces as if they weren't there during this movement.

Traits

Unique

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.

Artifact

Items 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.

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.