Item: Jaathoom's Scarf
This scarf is made of fine silk that's the same shade of blue as a clear, cloudless sky. The short ends are edged with a fine gold fringe that seems to sway even in still weather as though touched by invisible winds. The long edges have exquisite embroidery in threads that vary from a blue identical to the silk to the deep gray of storm clouds during winter. Wearing this scarf grants a +2 item bonus to Performance checks to dance and to Acrobatics checks to Escape.
Activate—Vanish 2 (concentrate)
Frequency once per day
Effect The scarf casts 4th-rank Invisibility on you.
Activate—Jaathoom's Rebuke 1 (concentrate)
Frequency once per hour
Effect You let the winds around you catch the edges of the jaathoom's scarf, and a jaathoom shuyookh appears with a sudden updraft. The winds force your enemies back, granting you some breathing room in battle. Each enemy in a 10-foot emanation must succeed at a DC 27 Fortitude save or be pushed 10 feet. A creature that critically fails is also knocked Prone after being moved. Creatures with the air trait are immune to all these effects.
Trait Effects
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
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 |
|---|---|---|
| Everair Mask (Greater) | 10 | Common |
| Winged Sandals | 10 | Common |
| Extra Lung | 8 | Common |
| Everair Mask (Major) | 14 | Common |
| Everair Mask (Moderate) | 6 | Common |
| Gas Mask of Clean Air | 4 | Common |
| Aerial Cloak | 3 | Common |
| Everair Mask (Lesser) | 2 | Common |
| Admiral's Bicorne | 10 | Common |
| Aeon Stone (Pearlescent Pyramid) | 10 | Uncommon |
| Aluum Charm | 10 | Uncommon |
| Arctic Vigor | 10 | Uncommon |
| Assassin's Bracers (Type I) | 10 | Uncommon |
| Blast Foot (Greater) | 10 | Common |
| Charlatan's Cape | 10 | Uncommon |
| Charm of Resistance (Greater) | 10 | Common |
| Choker of Elocution (Greater) | 10 | Common |
| Clandestine Cloak (Greater) | 10 | Uncommon |
| Cleft Head Marking (Greater) | 10 | Rare |
| Cloak of the Bat | 10 | Common |