Item: Sentry Fulu

Level4
Rarity
Common
CategoryFulu
Price15 gp
UsageAffixed to the ground
PublicationPathfinder Treasure Vault (Remastered)Remaster

Activate 3 (concentrate, manipulate)


A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20-foot burst. The guard has a Perception DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the auditory trait, allowing each creature that can hear it to attempt a DC 15 Perception check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed.

If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap. When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu-created guard in a unit sets off the alarm in others in connected areas.


Trait Effects

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Fulu: Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman.

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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