Item: Pathfinder's Mentor

Level6
Rarity
Rare
Price200 gp
UsageWorn
PublicationPathfinder Treasure Vault (Remastered)

Perception +15; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (Common and two other common languages)

Skills Pathfinder Lore +15, Society +13, Survival +13

Int +3, Wis +3, Cha +1

Will +14


A Pathfinder's mentor is a wayfinder that has developed sapience. It has two aeon stone slots, and both stones grant their resonant powers without interfering with each other. If both slots are filled, the wayfinder and two stones count as two items toward your investiture limit. Most Pathfinder's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Pathfinder's mentor also has the following activations.


Activate 1 (concentrate)

Effect The wayfinder casts Know The Way on you.


Activate 1 minute (concentrate, manipulate)

Frequency once per day

Effect The wayfinder casts Wanderer's Guide on you.


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.

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.


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