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The LocksmithEquipment 20


UniqueArtifactHarrowCourtInvestedMagical
Source Pathfinder #190: The Choosing
Weight negligible

Suit Key (Dex)

Alignment lawful neutral


The Locksmith represents opening locks, including metaphorical locks such as unlocking fate. As long as you have The Locksmith invested, it grants you a +2 item bonus to Thievery checks to Pick a Lock. This increases to a +3 item bonus if you are at least 17th level.

Activate r envision, Interact

Trigger You would be afflicted by a curse or a disease

Frequency once per day


Effect You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using half your level (rounded up) as the counteract rank and a counteract check modifier equal to your class DC – 10.

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.