Familiar SatchelEquipment 0
Price 5 gp
Weight 1 bulk
This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an Interact action to open the satchel and a single action with the move trait to enter or exit.
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.