🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

The WandererEquipment 20


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

Suit Books (Int)

Alignment neutral good


The Wanderer represents the art of collecting and finding the value in even the simplest items. As long as The Wanderer is invested, you don't trigger reactions when you Interact to draw or use an item.

Activate 2 envision, Interact

Frequency once per day


Effect You do a quick bit of legerdemain with The Wanderer. As the card appears to disappear from your hand, it's immediately replaced by an object of Light bulk in your hand. The object can be any Common permanent magic item, weapon, or piece of gear of a level no higher than your level –2. The item exists for 1 minute, or until it is no longer attended by you, at which point the item vanishes and The Wanderer reappears in your possession.

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.