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Corpseward PendantEquipment 5


UncommonAbjurationInvestedMagical
Source Pathfinder #157: Devil at the Dreaming Palace
Price 150 gp
Weight negligible

This small pendant is usually shaped like a humanoid skull or small animal skull.

Activate Three Actions Interact

Frequency three times per day


Effect You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or tremorsense. A creature can attempt a single DC 18 will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.

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.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

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.