Item: Anima Robe
This robe was the favored garment of the legendary Ekujae hero, Iyalirrin. When the draconic god Dahak threatened destruction, Iyalirrin was the primary architect of a powerful ritual to banish him called the anima invocation. Iyalirrin and many others were forced to sacrifice themselves to empower this ritual, but he ensured his Anima Robe remained in good hands before he did so. Since then, the Anima Robe has been worn by dozens of elven occultists and bards who have traveled Golarion and beyond. The Anima Robe has remained in the care of Queen Telandia for only the past few dozen years.
While wearing the Anima Robe, you gain a +2 item bonus to Diplomacy checks made to Make An Impression and to all Performance checks. You also gain resistance 10 to mental damage.
Activate—Who Am I? 1 (concentrate, illusion, manipulate, visual) With a toss of the robe's hood, you cast a 3rd-rank Illusory Disguise on yourself.
Activate—Who Are We? 1 (concentrate, illusion, manipulate, visual)
Frequency once per day
Effect With a whirl of the robe's hem, you cast a 7th-rank Illusory Disguise.
Activate—Who Are They? 1 (auditory, concentrate, illusion, manipulate, olfactory, visual)
Frequency once per day
Effect With a swish of the robe's sleeve, you cast a 7th-rank Illusory Creature.
Trait Effects
Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.
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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Assassin's Bracers (Type II) | 15 | Uncommon |
| Unmemorable Mantle (Major) | 17 | Common |
| Cloak of Elvenkind (Greater) | 12 | Common |
| Locket of Sealed Nightmares | 19 | Rare |
| Wardrobe Stone (Moderate) | 11 | Uncommon |
| Anima Robe (Heroic) | 20 | Unique |
| Assassin's Bracers (Type I) | 10 | Uncommon |
| Assassin's Bracers (Type III) | 20 | Uncommon |
| Specialist's Ring (Illusion) | 10 | Common |
| The Courtesan | 20 | Unique |
| The Fiend | 20 | Unique |
| The Twin | 20 | Unique |
| Wardrobe Stone (Greater) | 20 | Uncommon |
| Unmemorable Mantle (Greater) | 9 | Common |
| Cloak of Elvenkind | 7 | Common |
| Mirror of Sleeping Vigil | 7 | Uncommon |
| Unmemorable Mantle | 7 | Common |
| Bi-Resonant Wayfinder | 6 | Uncommon |
| Pathfinder's Mentor | 6 | Rare |
| Vanishing Wayfinder | 5 | Uncommon |