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Golem StylusEquipment 10


UncommonInvestedMagicalTransmutation
Source Pathfinder #153: Life's Long Shadows
Price 850 gp
Weight light

This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem's body and possibly gain control over it.

Activate Two Actions Interact

Frequency one per hour


Effect You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 reflex saving throw or you immediately gain control over the golem for 1 minute. A controlled golem is helpful toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with Dispel Magic.

If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your Arcana skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control.

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.

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.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.