Item: The Locksmith
Suit Key (Dex)
Alignment lawful neutral
The Locksmith represents opening locks, including metaphorical locks such as unlocking fate. As long as you have The Locksmith invested, it grants you a +2 item bonus to Thievery checks to Pick A Lock. This increases to a +3 item bonus if you are at least 17th level.
Activate R envision, Interact
Trigger You would be afflicted by a curse or a disease
Frequency once per day
Effect You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using half your level (rounded up) as the counteract rank and a counteract check modifier equal to your class DC – 10.
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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