## PF2 Rules ### Soulstealer's Shackles - Item 10 (Uncommon) (Invested) (Magical) **Price** 850 gp **Usage** held in 1 hand; **Bulk** 1 These cruel fetters are forged of cold iron etched with fine, pulsing runes, symbols that whisper of entrapment and slow surrender. Once clasped upon a creature, the shackles seal the soul as surely as the flesh: the bound target is affected as though _[[Planar Tether]]_ had been cast upon them. No gestures, no words, no hope of escape through extradimensional means. They resize to fit any creature from Small to Large. The DC to break or slip free is 30, but few succeed before the will breaks instead. Additionally, when a creature is bound within them, the shackles serve as an arcane locus for domination, enhancing any spell or ritual steeped in coercion. While shackled, the caster gains a +2 status bonus to diplomacy and intimidation-based checks against the restrained soul. Whether by threat, enchantment, or whispered suggestion, the bindings make resistance feel... less possible. To clasp these bindings onto another, you must first seize control—either by grabbing or restraining your target. Then, test strength against stability: attempt an Athletics check against the creature’s Fortitude DC. On success, you snap one cuff into place. From there, you have choices. * As an Interact action, you may affix the second cuff to yourself or to a stationary object within reach. If instead you seek to bind another creature—whether the same victim or a second soul entirely—you must subdue them as before, then make another Athletics check against their Fortitude DC. * Affixing the cuff to your own wrist is simple—DC 5. For an unattended object, DC 10. * A creature shackled to itself suffers the usual penalties associated with manacles. Bind it to another—be it ally, enemy, or yourself—and both become tethered in a clumsy duet. So long as they remain cuffed together, they must occupy adjacent spaces and both are afflicted with clumsy 1. * Should you lock a creature to something immovable—iron bars, a tree trunk, the cold edge of a cell wall—it becomes immobilized, held fast by the uncompromising link. * (For creatures whose bodies deviate from the norm—too many limbs, too few—the Game Master determines how, or if, the cuffs take hold.) These restraints can be unlocked, at will, by the creature who has invested themselves with the item.