Item: Hollow Robes

TypeArmor
Level13
Rarity
Rare
CategoryUnarmored
GroupCloth
AC Bonus0
Dex Cap5
Speed Penalty0
Price3000 gp
PublicationPathfinder #219: Lord of the Trinity StarRemaster

These heavy cloth garments function as a set of +2 resilient explorer's clothing. They feature multiple stylish layers, voluminous sleeves, and long strings of Thassilonian runes along the hems. The robes employ potent illusion magic, sufficient to convince the wearer and any attackers that a devastating blow is nothing more than a flesh wound.


Activate—Empty Robes 1 (concentration)

Frequency once per hour

Effect The wearer becomes Invisible inside the robes for one minute. Since the wearer's gear (including the robes) remain visible, they don't become Concealed, but they can't be visually identified unless the viewer can see invisible creatures. The unsettling nature of this effect grants the wearer a +2 item bonus to Intimidation checks made while the robes appear to be empty.


Activate—Hollow Target R (concentration)

Requirements Empty Robes is in effect

Trigger You take persistent damage or a critical hit from a Strike

Effect Spend 1 Mythic Point. You momentarily transform yourself into an illusory duplicate, rendering yourself "hollow" to the triggering damage or Strike. The damage from a critical hit Strike is reduced to 0. All persistent damage you're currently taking ends.


Activate—Unseen Magic 1 (spellshape)

Requirements Empty Robes is in effect

Effect If your next action is to Cast a Spell that doesn't have the manipulate trait, that spell gains the subtle trait.


Craft Requirements You must be a mythic arcane spellcaster capable of casting invisibility.


Trait Effects

Comfort: The armor is so comfortable that you can rest normally while wearing it.

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).

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.


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