Detector StoneEquipment 7
Source Pathfinder Lost Omens: Knights of Lastwall
Price 360 gp
Weight negligible
During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead.
While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is Hidden or disguised with a Deception or Stealth result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts.
Activate envision
Frequency once per minute
Effect You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional Deception or Stealth check to remain disguised or hidden from the activation, and the DC of the check is 23 rather than 20.
Activate envision, Interact
Frequency once per hour
Effect You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level Detect Alignment spell but only detects evil undead.
Traits
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.
DivinationThe divination school of magic typically involves obtaining or transferring information, or predicting events.
InvestedA 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).
MagicalSomething 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.