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Palanquin of NightEquipment 10


Uncommon​Conjuration​Magical​
Source Pathfinder Lost Omens: Impossible Lands
Price 825 gp
Weight negligible

This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night.

ActivateT Interact


Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an Unseen Servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count.

The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month.

You can return the palanquin to its original shape by using an Interact action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form.

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.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

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.