The JokeEquipment 20
Source Pathfinder #192: Worst of All Possible Worlds
Weight negligible
Suit Books (Int)
Alignment chaotic good
The Joke represents solving a problem not with strength, but with cleverness or artifice. As long as you have The Joke invested, you can attempt an appropriate Lore check instead of an Athletics check made to Climb, Force Open, Grapple, High Jump, Long Jump, or Swim. For example, you could make a Mountain Lore check to climb a cliff in the mountains, or Sailing Lore check to climb the rigging on a ship.
Activate 2 envision, Interact
Frequency once per day
Effect You perform a quick but amusing card trick with The Joke meant to distract others. You cast Laughing Fit on up to 10 creatures in range of the spell. 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.