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Devil's LuckEquipment 3


RareContractEnchantmentFortuneInvestedMagical
Source Pathfinder #164: Hands of the Devil
Weight negligible

Devil Imp

Decipher Writing Arcana, Occultism, Society


You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck.

Benefit Once per day, you can roll a saving throw twice and use the higher result.

Payment At the termination of your mortal life, your soul must serve the imp for 100 years.

Hidden Condition The “termination of mortal life” clause is carefully worded to hasten your demise. You can't use the benefit against a death effect, and if you roll a failure on a saving throw against a death effect, you get a critical failure instead.

Termination Clause If you critically fail a saving throw against a death effect and do not die, the contract becomes unenforceable on its terms and is voided.

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.

Contract

A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.

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.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

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.