Item: Mirror Robe
Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster.
Activate 1 Interact
Requirements The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today
Effect The mirror robe Creates a Diversion for you with a +9 Deception modifier.
Activate 1 Interact (visual)
Requirements The mirror robe was last activated to divert attention away from you and you are Hidden or Undetected by at least one foe
Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming Off Guard to your allies until the beginning of your next turn. If you are Invisible or otherwise can't become Observed, you can't use this activation.
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 |
|---|---|---|
| Unifying Emblem (Skoan-Quah) | 3 | Common |
| Wardrobe Stone (Lesser) | 3 | Uncommon |
| Dweomerweave Robe | 2 | Uncommon |
| Jack's Tattered Cape | 2 | Rare |
| Noppera-Bo Hood | 4 | Rare |
| Quick Wig | 2 | Uncommon |
| Soulspeaker | 2 | Rare |
| Vanishing Wayfinder | 5 | Uncommon |
| Bi-Resonant Wayfinder | 6 | Uncommon |
| Pathfinder's Mentor | 6 | Rare |
| Cloak of Elvenkind | 7 | Common |
| Mirror of Sleeping Vigil | 7 | Uncommon |
| Unmemorable Mantle | 7 | Common |
| Unmemorable Mantle (Greater) | 9 | Common |
| Assassin's Bracers (Type I) | 10 | Uncommon |
| Specialist's Ring (Illusion) | 10 | Common |
| Wardrobe Stone (Moderate) | 11 | Uncommon |
| Cloak of Elvenkind (Greater) | 12 | Common |
| Anima Robe | 15 | Unique |
| Assassin's Bracers (Type II) | 15 | Uncommon |