Item: Anima Robe (Heroic)
Perception +33; precise low-light vision and hearing within 30 feet
Communication telepathy (partner only)
Skills Deception +35, Occultism +34, Performance +35
Int +6, Wis +5, Cha +7
Will +33
The artistic echo of the Ekujae hero Iyalirrin animates the Anima Robe's stitching to display embroidered reactions to situations experienced by the wearer. The Anima Robe's telepathic voice is filled with confidence (almost to the point of cockiness) and is supportive, often encouraging his partner to take risky or showy actions yet never to the extent that would put them in significant harm's way.
The Anima Robe grants a +3 item bonus to Diplomacy checks made to Make An Impression and to all Performance checks, and you gain resistance 15 to mental damage.
Activate–Billowing Distraction 2 (concentrate)
Effect The Anima Robe billows as if in a blustery wind and attempts to Feint a creature you're adjacent to.
Activate–Who Am I? 2 (concentrate)
Effect The robe's hood rises up over your head, casting a 4th-rank Illusory Disguise to your specifications.
Activate–Who Are We? 2 (concentrate)
Frequency once per hour
Effect The robe's hem swishes, casting a 7th-rank illusory disguise to your specifications.
Activate—Who Are They? 2 (concentrate)
Frequency once per hour
Effect An image of a creature shows up in the robe's stitching, then appears to come to life; the robe casts an 8th-rank Illusory Creature to your specifications. The robe can use an action to Sustain this activation for up to 1 minute.
Trait Effects
Apex: When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute’s modifier by 1 or to a total of +4, whichever would give you a higher score. This gives you all the benefits of the new attribute modifier until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on. An apex item grants this benefit only the first time it’s invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don’t gain the attribute modifier increase, though you do gain any other effects of Investing the Item.
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.
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.
Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they 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.
Related Items
| Name | Level | Rarity | Damage | AC Bonus |
|---|---|---|---|---|
| Guiding Star Orb (Heroic) | 20 | Unique | - | - |
| Graymist | 21 | Unique | - | - |
| The Courtesan | 20 | Unique | - | - |
| The Fiend | 20 | Unique | - | - |
| The Twin | 20 | Unique | - | - |
| Wintershot (Heroic) | 20 | Unique | 1d6 | - |
| Purloining Cloak | 18 | Rare | - | - |
| Pathfinder's Mentor | 6 | Rare | - | - |
| Assassin's Bracers (Type III) | 20 | Uncommon | - | - |
| Beguiling Crown | 20 | Uncommon | - | - |
| Fiendbreaker (Heroic) | 20 | Unique | 1d4 | - |
| Final Scalecloak | 20 | Unique | - | - |
| Laurel of the Empath | 20 | Common | - | - |
| Slithermaw's Bane (Heroic) | 20 | Unique | - | 2 |
| Soulcutter (Heroic) | 20 | Unique | 1d8 | - |
| The Avalanche | 20 | Unique | - | - |
| The Bear | 20 | Unique | - | - |
| The Beating | 20 | Unique | - | - |
| The Betrayal | 20 | Unique | - | - |
| The Big Sky | 20 | Unique | - | - |