Item: The Crows

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

Suit Keys (Dex)

Alignment neutral evil


The Crows represent taking things through violence or force, particularly when done through agility and swiftness rather than brawn. As long as The Crows is invested, you can attempt to Grapple targets with Acrobatics checks, and if you're at least trained in Thievery, to Disarm with Thievery checks. When you do so, you gain a +2 item bonus on the attempt, or a +3 item bonus if you're at least 17th level.

Activate F envision, Interact (teleportation)

Frequency once per day


Effect You hold the card in your hand, and with a flick of the wrist it vanishes, only to be replaced by an object of your choice within 30 feet. The object must be 2 Bulk or less. If that object is unattended, it teleports into your hand automatically. If the object is attended by a creature, you must make a Thievery check against the creature's Reflex DC.


Critical Success The object teleports into your hand.

Success The object vanishes from the target's possession and lands on the ground at a point at a midway point between you two.

Failure The object does not vanish, but the creature's grip on it falters and if it doesn't spend an Interact action on its next turn to grip the item, it drops to the ground.

Critical Failure You fail to manipulate the object entirely.


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.

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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