Item: Beastmaster's Sigil
This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.
- Armor The sigil grants you a +1 item bonus to saving throws against poison.
- Melee Weapon The sigil grants you a +1 item bonus to Athletics checks to Trip.
- Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage.
Effect: Beastmaster's Sigil Armor
Effect: Beastmaster's Sigil Melee Weapon
Effect: Beastmaster's Sigil Ranged Weapon
Activate Cast a Spell
Effect You cast Tame.
Activate Cast a Spell
Frequency once per day
Effect You cast 2nd-rank Summon Animal to summon a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Hunting Spider] (armor), @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Wolf] (melee weapon), or @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Vampire Bat Swarm] (ranged weapon).
Trait Effects
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.
Spellheart: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a _major five-feather wreath_ requires _air walk_, _gale blast_, and _wall of wind_.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Resonating Fork | 5 | Common |
| Clay Sphere (Greater) | 6 | Uncommon |
| Devilwing Badge | 4 | Uncommon |
| Five-Feather Wreath | 4 | Common |
| Phantasmal Doorknob | 6 | Common |
| Spiny Lodestone | 4 | Common |
| Thorn Triad | 4 | Common |
| Beastmaster's Sigil (Greater) | 7 | Common |
| Clay Sphere | 3 | Uncommon |
| Enigma Mirror | 7 | Common |
| Flaming Star | 3 | Common |
| Foxglove Token | 3 | Uncommon |
| Grim Sandglass | 3 | Common |
| Heartmoss | 3 | Uncommon |
| Jolt Coil | 3 | Common |
| Perfect Droplet | 3 | Common |
| Resonating Fork (Greater) | 7 | Common |
| Rime Crystal | 3 | Common |
| Trinity Geode | 3 | Common |
| Warding Statuette | 7 | Common |