Item: Wandering Pipe

Level11
Rarity
Unique
Price-
UsageHeld in one hand
PublicationPathfinder War of Immortals

This long-stemmed pipe always emits a thin plume of smoke, even when not lit or in active use. The exact material the pipe is made of varies in every accounting; sometimes made of polished oak, other times ebony, sometimes stone, and in one Erutaki legend the pipe is made of pure ice that somehow holds a flame. Though the wandering pipe is not intelligent, it is rumored to possess a certain capriciousness, leaving the possession of mortals whose lives are not exciting enough but inevitably finding its way back to its one true owner.

When held in one hand, the pipe grants its holder a +2 circumstance bonus to Deception checks but imposes a -1 circumstance penalty to Stealth checks made to Hide or Sneak, as its telltale plume of smoke gives away the bearer's position.

Activate—Smoky Protections 2 (concentrate, manipulate, primal)

Frequency once per hour; Cost 1 Mythic Point


Effect For the next 10 minutes, smoke gathers around you buoying your steps and protecting you. For the duration of this effect, you gain a fly Speed equal to your land Speed and automatically hover in place, and you have concealment from ranged attacks.

Effect: Smoky Protections


Destruction The wandering pipe can be broken as easily as any other wooden pipe, but it always reforms afterward in the hands of the Immortal Trickster or one of his bonded mortals. It can only be broken by the hands of one of the Trickster's bonded mortals who is an honest person acting with good intent; it is said that if this occurs, the Trickster would also be significantly weakened as a result.


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.

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.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.


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