Item: Sinister Knight
Sinister knight armor shrouds the wearer's identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to Deception checks.
Activate A envision
Effect With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its Perception check or the wearer critically fails a Deception or Stealth check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment).
The wearer can Dismiss the disguise, and if the wearer's armor is removed, the disguise deactivates automatically.
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.
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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