Item: Whispering Veil
Carved concentric circles surround the eye and ear holes on this dark wooden mask, which lets you hear the whispers that fill the Mordant Spire. The barely audible susurrus that fills your ears advises you of peril, granting you a +1 item bonus to Perception checks for initiative and to Seek, Search, or Sense Motive against things that intend harm to you, at the GM's discretion, such as hostile creatures and haunts. If you tie a foe's initiative roll, you go first.
Activate—Spire Power F (concentrate)
Frequency once per day
Trigger You are about to attempt a check that your mythic calling would allow you to spend a Mythic Point on
Effect You draw on the power of the Mordant Spire. You gain 1 Mythic Point, which you can spend to attempt the check. If you don't spend this point by the end of this turn, it is lost. You do not regain a Mythic Point if you critically succeed on the check, even if it's the first time you did so that day, but still do so on the subsequent critical success, as usual.
Activate—Unforeseen Alert F
Requirements A creature or hazard you aren't aware of targets you or includes you in an area effect, and you aren't Deafened
Effect The whispers warn you of the impending danger. You immediately gain a reaction that you can use only to respond to the triggering action or effect.
Trait Effects
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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|---|---|---|---|
| Wandering Pipe | 11 | Unique | - |
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| Fate Tempter's Ring | 18 | Rare | 22000 gp |
| Chromatic Robe (Greater) | 20 | Rare | 65000 gp |
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| Worldforge | 25 | Unique | - |
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| Crushing Bough Bracers | 13 | Uncommon | 2500 gp |
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| Fireproof Gloves (Greater) | 13 | Common | 2500 gp |
| Furnace of Endings (Major) | 13 | Uncommon | 3000 gp |