Item: The Courtesan

Level20
Rarity
Unique
Price-
UsageCarried
PublicationPathfinder #192: Worst of All Possible Worlds

Suit Crowns (Cha)

Alignment chaotic neutral


The Courtesan represents political intrigue and social niceties. As long as The Courtesan is invested, you gain a +2 item bonus to Diplomacy checks to Make An Impression. This increases to a +3 item bonus if you are at least 17th level.

Activate 2 envision, Interact

Frequency once per day


Effect You pass the card over your face and become exactly who you need to be; you cast Illusory Disguise. The rank of the spell is one-half your level, rounded down (minimum 6th level). You can change your appearance again at any time during the duration by using a three-action activity, which has the concentrate trait. While under these effects, your Deception checks to Impersonate are one degree of success greater when you use them against a creature that is a lower level than yourself.


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.

Harrow Court: This trait is associated with the _Deck of Destiny_ and the Harrow Court. It is limited to the Stolen Fate campaign.

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.


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