Item: Unmemorable Mantle (Major)

Level17
Rarity
Common
Price21750 gp
UsageWorncloak
PublicationPathfinder Lost Omens Character Guide

This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +3 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.


Activate 1 minute (envision, Interact)

Frequency once every 10 minutes

Requirements You are Impersonating someone else


Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 38 Will save.


Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory.

Success The creature recalls the interaction clearly.

Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM.

Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM.


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.

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.


Related Items