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Cordelia's Greater Construct KeyEquipment 12


UncommonConjurationInvestedMagicalTransmutation
Source Pathfinder Lost Omens: Pathfinder Society Guide
Price 1,750 gp
Weight negligible

Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.

While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you.

A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical.


Activate Two Actions command, Interact

Frequency once per hour


Effect You turn the key in the air and create a magic glyph. The key casts 5th-level Summon Construct.


Activate 1 minute (command, envision, Interact)

Frequency once per day


Effect You place the key on a Small object and turn it, creating a simple animated object for 8 hours. The animated object has the statistics of an Animated Broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

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.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.