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Drover's BandEquipment 7


RareEnchantmentIncapacitationInvestedMagical
Source Pathfinder #164: Hands of the Devil
Price 675 gp
Weight light

This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested.


Activate Three Actions command

Frequency once per day


Effect You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw.


Critical Success The target creature is unaffected.

Success The target creature is Slowed 1 for 1 round as its responses are muddled by your commands.

Failure The creature is Controlled by you for 1 hour, although it doesn't follow commands that are obviously self-destructive.

Critical Failure As failure, but the duration is 1 day.

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.

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.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

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.