Item: The Twin

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

Suit Crowns (Cha)

Alignment neutral


The Twin represents a duality of purpose or identity. As long as you have The Twin invested, it helps to defend you against damage to your mind or your body. When you invest The Twin, the card's artwork changes to look like you, and as you are exposed to afflictions, your card twin helps to protect you by absorbing them into itself. You gain a +1 item bonus to saves against curses, diseases, poison, and transmutation effects. This bonus increases to +2 if you're at least 14th level, and to +3 if you're 20th level. As you resist these afflictions, they begin to manifest on one of the twins depicted on the card art.

Activate 3 envision, Interact

Frequency once per day


Effect You twirl The Twin between your fingers and create a shadowy duplicate of yourself that mirrors your actions. The duplicate appears adjacent to you and has the same statistics as you do when you activate the card. You can sustain this effect for up to one minute. When you sustain the effect, your twin gains 2 actions. It always acts immediately after your turn, and must use identical actions to the ones you used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the twin is unable to mimic an action, it attempts the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day (including casting any spell other than a cantrip). The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and the effect immediately ends, and you take 10d6 mental damage (DC 38 Basic Will save).


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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