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Voyager's PackBackpack 17


UncommonConjurationExtradimensionalInvestedMagical
Source Pathfinder Core Rulebook
Price 14,800 gp
Weight negligible

This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface.

The pack grants you a +3 bonus to Survival checks.

It also enables you to see the magical traces of creatures' passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature's destination, and you can use that destination when casting Teleport or activating the pack, even though you don't know what it looks like.

The pack contains an extradimensional space with the same properties as a Bag of Holding (Type II).

This space contains the contents of a Climbing Kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day.

Activate 10 minutes (command, envision, Interact)


Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level Plane Shift or Teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 survival check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target

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.

Extradimensional

This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

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.