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Communication PendantsEquipment 13


RareAuditoryDivinationInvestedMagical
Source Pathfinder Special: Fumbus!
Price 3,000 gp
Weight light

Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes broken, the other shatters into non-magical shards. The price listed above is for a pair of pendants.


Activate One Action Interact


Effect You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire.

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.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

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).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.