Item: Red Hand's Satchel

Level21
Rarity
Unique
Price-
UsageWornbackpack
PublicationPathfinder #206: Bring the House Down

An Red Hand's Satchel is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a Spacious Pouch (Type IV), perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn't count against your Bulk limit. This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist's tools that grant you a +2 item bonus to Crafting checks to create alchemical items. Water and undesirable material can't seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find. Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn't prolong the duration of magic or alchemical items.


Activate 1 command

Frequency once per day

Requirements You gain batches of infused reagents during your daily preparations

Effect You pull one additional batch of infused reagents from the satchel's secondary compartment. If you fail to use these reagents by the end of your next turn, they're lost.


Craft Requirements You are an alchemist.


Trait Effects

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Extradimensional: This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

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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