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Broken Tusk Pendant (Greater)Equipment 13


RareEnchantmentInvestedPrimal
Source Pathfinder #175: Broken Tusk Moon
Price 3,000 gp
Weight negligible

The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal-usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties.

You wear a Broken Tusk pendant like jewelry or tie it to your clothing. A Broken Tusk pendant grants you a +2 item bonus to Nature checks; this bonus increases to +3 when you Command an Animal of the specific kind depicted by the pendant.


Activate Reaction Interact

Frequency once per hour

Trigger An animal targets you with a melee attack, and you can see the animal


Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant.

Once per day, when you use the Broken Tusk pendant's activation, if the animal misses you, the Broken Tusk pendant casts Dominate on the animal (DC 30 will). You can choose whether to use this once-per-day effect after the animal misses you.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Invested

A character can wear 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).

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.